The perk tree has been heavily overhauled, consolidating many perks. Instead of taking a perk to work with a specific material, there are 3 branches: weapons, misc items, and armor. Each of these have two perks that allow you to make basic and then advanced materials, then the tree meets in the middle for the "Legendary Blacksmithing" perk.
The basic "Craftsmanship" perk allows crafting and tempering of the materials below, and improves the tempering of these materials by 30% for weapons and 60% for armors. Unlocks augmentation for weapons and armor at 50%. Allows crafting of basic armor coatings. Additionally, weaponsmiths can assign any trait to the materials below:
Iron
Steel
Imperial
Wood
Leather
Hide
Fur
The intermediate "smith" perks allow crafting and tempering of the materials below, and improves the tempering of these materials by 50% for weapons and 80% for armors. Increases augmentation strength of the respective item type to 75%. Armorsmiths can create higher quality armor coatings. Additionally, weaponsmiths can assign any trait to the materials below:
Dwarven
Nordic
Chitin/Bonemold
Elven
Orcish
Steel Plate
The advanced "specialist" perks allow crafting and tempering of the materials below, and improves the tempering of these materials by 70% for weapons and 100% for armors. Increases augmentation strength of the respective item type to 100%. Armorsmiths can create the highest quality of armor coatings. Additionally, weapon specialists can assign any trait to the materials below:
Glass
Ebony
The final perk, "Legendary Blacksmithing", allows crafting and tempering of the materials below and allows tempering of ancient artifacts. The highest quality weapons and armor receive a 90% and 120% tempering bonus respectively, and improves tempering of all materials by a further 30%. To take this perk you only need any one of the previous perks.. You will only be able to make items if you have the corresponding specialist perk, for example if you only have armor specialist then you will be able to create dragon plate armor, but not dragonbone weapons. Those who have the "Weapon Specialist" perk will be able to apply weapon traits to the materials below.
Dragon
Daedric
Stalhrim
With the weapon smithing perks and proper materials, you can turn any "normal weapon" (iron, steel, glass, ebony, etc) into an altered version with a trait. Each trait requires its own cost to make it, for example “silver-lined” requires a silver bar in addition to the base weapon. If you try to use an enchanted weapon to convert into one with a trait, you will lose the enchantment (you can still enchant the weapon afterwards like normal and keep the trait). Altering weapons can be done at any forge.
The new traits are as follows:
Jagged: 15% extra damage to living. Cannot be applied to bows or crossbows.
Silver-lined: additional damage to undead but less than pure silver. Cannot be applied to bows or crossbows (you can make silver lined ammo)
Polished: 10% armor penetration (separate multiplier from armor penetration). Cannot be applied to bows or crossbows.
Conducting: does 75% additional damage to enemies in the middle of casting a spell or shout.
Aerodynamic: reduces stamina cost of attacks by 20% and power attack cost by 10%.
Sturdy-gripped: increases damage done by 30% on an enemy mid-attack. Cannot be applied to bows or crossbows.
Hollowed: attacks faster but less damage.
Reinforced: attacks slower but more damage.
Cushioned: silences weapon. Cannot be applied to bows, crossbows, and daggers.
Torqued: 1.25x damage against dwarven automatons and gargoyles. Can only be applied to bows and crossbows.
They can be created with the appropriate smithing perk that can be read in its description, or bought from blacksmiths. The crafting recipe creates multiple keys, so if you have the smithing perk it will be cheaper to buy the supplies and make them yourself rather than buy the keys.
Master key rank 1/2: Craftsman perk
Master key rank 3: Tinkerer perk
Master key rank 4: Artisan perk
They're cheaper than scrolls of knock but less versatile.
Coatings are created using a "base" of grease or paste along with another item specific to the coating. Grease and paste have their own recipes.
Grease: Requires butter, troll fat, horker fat, or a cheese slice.
Paste: Requires flour and one of the following: water, milk, red wine, or white wine.
All coatings are created with a Mortar and Pestle, which can be crafted using quarried stone at a forge with the Craftsmanship perk.
Coatings can be upgraded by using crushed gems or crushed flawless gems, if you have the proper smithing perks. Rarer gems provide more dust.
Coatings cannot be applied in combat; trying to use it returns the coating to you. Only one coating can be active on an armor piece at a time.
Greaves Lubrication Oil: Requires dwarven oil and grease. Lowers sprinting cost for 5/15/30 minutes.
Ablative Armor: Requires mudcrab or chaurus chitin and leather strips. Mudcrab variant gives 10/20/30% protection against 4 physical attacks, and chaurus variant gives 20/35/50% protection against 4 physical attacks.
Nonflammable paste: Requires bonemeal or fire salts and paste. Bonemeal variant gives 15/30/45% protection against 4 fire attacks, and fire salt variant gives 25/50/75% protection against 2 fire attacks.
Shock Insulated paste: Requires clay or pearl and paste. Clay variant gives 15/30/45% protection against 4 shock attacks, and pearl variant gives 25/50/75% protection against 2 shock attacks.
Frost Insulated paste: Requires frost mirriam or frost salts and paste. Frost mirriam variant gives 15/30/45% protection against 4 frost attacks, and frost salt variant gives 25/50/75% protection against 2 frost attacks.
Spellbane Grease: Requires chicken egg or hawk egg or void salts and paste. Gives 10/20/30% protection against 3 magic attacks.
Concealing paste: Requires ink or charcoal. Makes you 15/30/50% harder to detect for 10 minutes.
Brawlers Toxic Grease: Requires nightshade and grease. Applies 10/25/40 poison damage for 3 unarmed attacks.
Conducting Grease: Requires glowing mushroom or glow dust and grease. Increase spell power by 5/10/15% for 3 spell casts.
Enchanter's Lubrication Grease: Requires ectoplasm or wisp wrappings and grease. Lowers enchantment cost by 25/50/75% for 7 hits.
Grip Wax: Requires sleeping tree sap or spriggan sap. Lowers stamina cost by 30/60/90% for 5 attacks.
Hardened Fist Paste: Requires giant toe and paste. Increases unarmed damage by 30/60/90 for 3 hits.
Mechanoreception Paste: Requires vampire dust and paste. Provides a life detection effect for 5/15/30 minutes.
Amplified Strength Paste: Requires giant toe or scaly pholiota and paste. Increases movement speed by 3/6/9% for 10 minutes.
Silencing Gel: Requires linen and netch jelly. Muffles movement noises by 25/50/75% for 15 minutes.
Waterwalking Wax: Requires frost salts and honeycomb. Allows you to walk on water for 5/15/30 minutes.
Well-Made
High-Grade
First-Rate
Exquisite
Master Work
Legendary
100-210%
220-330%
340-450%
460-570%
580-690%
700%+
0-11
12-23
24-35
36-47
48-59
60+
Cuirasses will obtain double the tempering bonus in the chart
One-handed weapons get half and daggers get a quarter of the final tempering bonus
Normal smiths cannot expect to get their weapons up to the highest tiers possible. This would be reserved for the best smiths with very special weapons.
Augmentation System
Augmentation lesser power will be granted by Craftsmanship perk and will increase in power with subsequent perks. Using it will transfer the enchantment from a weapon or armor you own to an unenchanted item of the same type at 50%/75%/100% efficiency (affects magnitude, duration, area, charge/maxcharge). Advanced Smithing unlocks the 75% and Legendary Blacksmithing will unlock 100% efficiency.
Source enchanted item must be disenchantable and is destroyed after the successful augmentation. Items enchanted by the player cannot be used.
Only weapon and armor items are allowed (no clothing or jewelry).
Augmentation requires an empty soul gem of any size. Empty soul gem will be removed after successful augmentation. Azura's artifacts work too and wont be removed.
Target item (the one receiving enchantment) must be unenchanted and also tempered.
Player must have smithing perk for the material of the target item (only materials the player can work with will be shown in the second selection box)
Source and target items must be of the same type (weapon -> weapon or armor -> armor).
Target armor must abide enchantment slots allowed by the enchantment being transferred. A popup window will show possible slots for target item (0=not allowed, 1=allowed).
It is possible to transfer enchantment from light to heavy piece or vice versa.
It is possible to go over 100% augmentation with blessings and quests, but a system is in place to prevent infinite looping.
Transferring enchantment from an already augmented item uses base values from the original item that was used to create the first augmented item. This allows transferring enchantments without losing magnitude over each re-augmentation. This mechanic also recalculates magnitudes when re-augmenting an item that was augmented with a lower tier of augmentation skill. (for example, if you have an item with 20% fire resist and augment it into another item with 50% augmentation, it will be 10% fire resist. If you then take that new item, get 75% augmentation strength and transfer it to a new item via augmentation, it will become 15% fire resist).