Hipoto Insignia

thumb|185x185px|Hipoto Symbol
Please note this is for personal reference, but if you would like to make one, please ask Queen Dusk.
Hipotos (pronounced High-poe-toes) are immune to animus magic, have special abilities unique to their tribes and are immune to death by old age. Their scales are also five times harder and twice as thick as normal dragon scales, making them invincible to blades, arrows, fire, frostbreath, acid/RainWing venom or any other type of weapon. These dragons are technically more dangerous than animi, as they cannot have a spell cast on them, or be harmed by any object. Hipoto power is not genetic, but if a dragon egg were to be touched by the insignia of another Hipoto dragon in one day before hatching, then they would become a Hipoto themselves, even if they are from different tribes. They cannot inherit animus genes, but can gain it through certain unknown ways. 
These dragons can stop ageing mentally whenever they like, giving them the ability to handle higher amounts of information, and be able to retain it. Their only weakness is their set diet, because they can't handle mild poisons or illnesses, and have a weak immune system, but most dragons eat whatever they want and gain immunity to any poisons over time. 
Hipotos always have the insignia on their left forearm, and it glows a different colour for each tribe when another Hipoto is near. It glows brightest when they are touching each other.
The more tribes a Hipoto belongs to, the more power they have.
== Canon Tribes: ==
Tribe 	Power 	Colour insignia glows when near
SkyWing 	Can switch firescales on and off and can control the weather around themselves. 	Bright red
MudWing 	Has a weakened form of telekinesis, can see through thick smoke and muddy water. 	Deep brown
SeaWing 	Can survive at any depth and can manipulate water to some extent. 	Sapphire blue
NightWing	Can travel through time, but must come back within one hour, otherwise they get stuck in that time forever. Their physical being is still in the present, but in a coma state, and they wake up when returning. If they get stuck in time, their body will become a corpse. They can affect things in certain time periods, and they will be noticed by dragons around them, but they will stay spiritual in that time unless they get stuck, in which they become physical.	Jet black
RainWing 	Can become ghost-like, have the ability to walk through walls, can camouflage anyone they touch. 	Lime green
LeafWing 	Can speak to animals and have leafspeak. Leafspeak doesn't have to be genetic. 	Forest green
IceWing 	Can freeze things at the touch, including dragons. 	Cloud white
HiveWing 	Can sight-share with any dragon, and project thoughts into other dragons' heads. 	Tiger orange
SilkWing 	Can summon the dead as ghosts for a while, and can light their entire bodies up. 	Amethyst purple
SandWing 	Can control the wind, can survive without any water. 	Sandy beige
==Fanon Tribes==
Please note that the people who made these tribes/ manage these tribes might want consent for any 'special' dragons.
Tribe 	Power 	Colour insignia glows when near
DeathWing 	Can resurrect the dead as long as they have a bone or the final resting place of the specific dragon they want to ressurect. 	Dark Grey
AviWing 	Can change into different types of birds for short amounts of time. 	Gold
DriftWing 	Can look back into the past using their noses and can hear absolutely everything in a two mile radius as if it was right next to them.	Silver
LightWing 	Can control light completely, can suck it into their bodies to make themselves glow, and can direct sunlight to burn certain things. 	Yellowy-white
MistWing 	Can see through dense fog, can heal from any injury. 	Light blue
TempestWing	Can control the weather, and will always have the Sense. 	Bright yellow
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