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.
**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.
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.
**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.