Fallout 5 Wiki: Complete Guide to Perks, Settlements, Weapons & Maps
Comprehensive Fallout 5 reference with perk chart, settlement building tips, weapon mods list, faction guide, and detailed map breakdowns. Authoritative wiki-style content.
**Key Takeaways**
Fallout 5’s perk chart has 7 SPECIAL categories with 70 total perks, each with 4 ranks (280 total upgrades).
Settlement building now supports up to 25 settlers per site and includes new defensive walls and automated turrets.
Weapon mods are modular and slot-based: 6 slots per weapon (receiver, barrel, grip, stock, magazine, muzzle).
The main map is roughly 1.5x the size of Fallout 4’s Commonwealth, divided into 12 distinct regions with 4 major factions.
**Strength:** New perk "Brawler" replaces Iron Fist. Rank 1 gives +20% unarmed damage, Rank 4 adds a chance to stagger on power attacks.
**Intelligence:** "Robotics Expert" now lets you hack and reprogram Protectrons and Sentry Bots at Rank 2. At Rank 4, you can override a single assaultron in combat.
**Luck:** "Lucky Break" (Rank 1-4) increases critical hit chance by 5% per rank, up to 20% total—stacks with weapon mods.
**Perk Chart Example (Level 1-10)**
| Level | Perk Unlocked | SPECIAL Requirement |
|-------|---------------|---------------------|
| 1 | Brawler (Rank 1) | Strength 5 |
| 5 | Robotics Expert (Rank 1) | Intelligence 6 |
| 10 | Lucky Break (Rank 1) | Luck 7 |
**Population cap:** 25 settlers per settlement (up from 20 in Fallout 4).
**Defensive structures:** Concrete walls (4 variants), metal guard towers (3 tiers), and automated turrets (laser, machine gun, missile).
**Resource management:** Water purifiers now produce 50 units/day (up from 30). Food production is tied to crop types—mutfruit yields 3 food per plant, corn yields 2.
**Workshops:** You still need Local Leader perk (Charisma 6, Rank 2) to link settlements.
### Building Tips
Place water purifiers near river or lake edges—dirty water still works but produces half as much.
Use concrete walls instead of wood; they have 500 HP vs wood’s 200 HP.
Assign at least 1 settler to defense, or raiders can destroy walls in 3-4 attacks.
**Stealth sniper:** .308 receiver, long barrel, marksman grip, precise stock, 10-round magazine, suppressor.
**Close quarters:** .45 receiver, short barrel, ergonomic grip, lightweight stock, drum magazine, compensator.
**Leader:** General Amelia Vance (former Brotherhood of Steel scribe)
**Goal:** Rebuild the pre-war government in the Commonwealth.
**Alliance perks:** Access to military-grade weapons (e.g., the “Patriot” laser rifle), fortified settlements.
**Enemies:** The Children of Atom (they see the Remnants as heretics).
### 2. The Children of Atom
**Leader:** High Confessor Elijah (a ghoul)
**Goal:** Spread radiation as a holy force. They worship the Glowing Sea.
**Alliance perks:** Radiation resistance (90%), unique rad-weapons (e.g., Gamma Gun Mk II).
**Enemies:** Commonwealth Remnants, any faction using clean energy.
### 3. The Railroad (Reformed)
**Leader:** Desdemona (returning from Fallout 4)
**Goal:** Protect synths and free AI from the Institute (which is now destroyed). Focus on underground resistance.
**Alliance perks:** Stealth gear (cloak armor), hacking tools.
**Enemies:** Brotherhood of Steel (if they return), anti-synth groups.
### 4. The Free States of Appalachia
**Leader:** Mayor Sarah Greene (from the 76-era but now a ghoul)
**Goal:** Establish an independent, democratic nation in the Appalachia region.
**Alliance perks:** Trade bonuses (15% better prices), access to unique power armor (T-65c).
**Enemies:** Any faction trying to annex their territory.
**Boston Ruins** (Level 1-10) – Starting area, dense with raiders and ghouls.
**The Glowing Sea** (Level 20+) – High radiation, home to deathclaws and Children of Atom.
**Appalachian Foothills** (Level 25+) – New terrain with mutated bears and super mutants.
**Syracuse Wastes** (Level 30+) – Desert-like, with cannibal tribes.