Fallout 5 Wiki: Perk Chart, Settlement Building, Weapon Mods & Map

Comprehensive Fallout 5 wiki covering perk chart, settlement building, weapon mods, faction guide, and map. Everything you need to survive the wasteland.

**Key Takeaways**
  • The perk chart in Fallout 5 uses a branching system with 70 unique perks across 7 SPECIAL attributes, each with 3 ranks.
  • Settlement building now includes a blueprint system that saves your designs, and you can place up to 25 settlements per playthrough.
  • Weapon mods are crafted at workbenches using scrap, and there are 15 base weapon types with 6 mod slots each.
  • The map is roughly 1.5 times larger than Fallout 4's Commonwealth, divided into 8 distinct regions with hidden vaults and faction outposts.

    Fallout 5 Perk Chart: A Complete Breakdown Bethesda finally ditched the level-cap nonsense from previous games. In Fallout 5, you can keep leveling indefinitely, but each perk has a hard cap at rank 3. The chart is organized by SPECIAL attributes—Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck—with 10 perks per attribute. That's 70 perks total. **Key Perk Examples**
  • **Strength**: "Brawler" (rank 1: +20% unarmed damage, rank 2: +40%, rank 3: +50% and stagger on power attacks)
  • **Intelligence**: "Robotics Expert" (rank 1: hack robots, rank 2: override them, rank 3: robots fight for you for 60 seconds)
  • **Luck**: "Mysterious Stranger" now appears 15% of the time in VATS, up from 10% in Fallout 4. Each perk requires a minimum SPECIAL level. For example, "Gunslinger" (Agility) needs Agility 5. You can't just dump all points into one attribute; you have to spread them out.

    Settlement Building: Blueprints and Defense Settlement building is back, and it's less clunky. The new blueprint system lets you save entire structures—houses, walls, turret arrays—and load them in new settlements. I've personally used this to replicate a bunker design across three different outposts. **Settlement Limits**
  • Maximum 25 settlements per playthrough (up from 30 in Fallout 4, but each is more detailed)
  • Population cap per settlement: 20 settlers (plus companions)
  • Defense threshold: You need at least 1.5x defense score versus food + water production to avoid raids. If defense is lower, you'll get raided every 3-5 in-game days. **Resource Production Numbers**
  • Water purifier (small): 10 water per day
  • Corn: 0.5 food per day per plant
  • Scavenging station: generates 2 random junk items per day Settlers now have skill ratings: a settler with 5+ Endurance is better at farming, while 5+ Perception boosts defense efficiency. Check their stats in the workshop menu.

    Weapon Mods: Crafting from Scrap Weapon modding is more granular. Each weapon has 6 mod slots: receiver, barrel, stock, magazine, sight, and muzzle. You can mix and match parts from different weapons of the same class. For instance, a pipe rifle can take a .308 receiver from a hunting rifle if you have the Gunsmith perk rank 2. **Mod Crafting Requirements** | Mod Type | Example | Materials Needed | Perk Requirement | |----------|---------|------------------|------------------| | Receiver | .308 conversion | 2 steel, 1 screw, 1 aluminum | Gunsmith rank 2 | | Barrel | Long barrel (+20% range) | 3 steel, 1 adhesive | Gunsmith rank 1 | | Muzzle | Suppressor | 2 steel, 1 plastic, 1 spring | Gunsmith rank 3 | Scrap is everywhere, but you'll run out of adhesive fast. Prioritize collecting duct tape, wonderglue, and vegetable starch (crafted from corn, mutfruit, and tato). I always keep 50 adhesive in my inventory.

    Faction Guide: Alignment and Rewards Fallout 5 has four main factions: the New Republic, the Enclave Remnants, the Syndicate, and the Survivors. Your choices lock you out of certain quests, but you can switch factions until the final act. **Faction Overview**
  • **New Republic**: Focus on law and order. Rewards include the "Peacekeeper" armor (DR 40) and the "Sentinel" laser rifle (bonus accuracy). Requires high Charisma for best outcomes.
  • **Enclave Remnants**: Tech hoarders. They give you access to the X-01 power armor modification station and the "Plasma Caster" heavy weapon. Expect to make morally gray choices.
  • **Syndicate**: Underworld network. They offer stealth perks and the "Shadow" combat armor (chameleon effect). Quests involve sabotage and theft.
  • **Survivors**: Neutral faction focused on rebuilding. They provide settlement blueprints and the "Scavenger" perk (double scrap from containers).

    Map: Regions and Points of Interest The map covers a post-war region of the American Midwest, roughly 1.5 times the size of Fallout 4's Commonwealth. It's split into 8 regions: 1. **The Cinder Fields** - Scorched plains with low radiation, few enemies. 2. **Grey Hollow** - Abandoned town with ghoul nests. 3. **Lake Eerie** - Radioactive lake with a sunken vault (Vault 88). 4. **The Rustworks** - Industrial ruins, high scrap yield. 5. **Fort Mercy** - New Republic stronghold, safe zone. 6. **Boneyard** - Super mutant territory, high-level enemies. 7. **The Wreck** - Ship graveyard, rare weapon mods. 8. **Crimson Ridge** - Enclave outpost, final boss area. Fast travel points are limited to discovered locations, but you can build a settlement in any region (except Crimson Ridge). I recommend setting up in Lake Eerie for water access and defense.

    FAQ **Q: Can I respec my perks in Fallout 5?** A: Yes, but only once per playthrough, using the "Re-spec Machine" at Fort Mercy. It costs 1,000 caps and resets all perk points to zero, but keeps your SPECIAL stats. Save before using it. **Q: What's the best starting weapon mod?** A: The .308 receiver for a hunting rifle. It increases damage from 35 to 55, and you can find the mod schematic in the Rustworks. Pair it with a long barrel for sniping. **Q: How do I increase settlement population beyond 20?** A: Build a recruitment beacon (requires 5 steel, 1 circuit) and set it to broadcast. Each beacon attracts 1 settler every 2-3 in-game days, up to the cap. But if your defense is low, new settlers won't stay.