Fallout 5 Wiki: Perk Chart, Settlement Building, Weapons & Map Guide

Comprehensive Fallout 5 wiki covering perk chart, settlement building, weapon mods, faction guide, and map. Detailed stats, examples, and tips from an experienced editor.

**Key Takeaways**
  • The Fallout 5 perk chart introduces 75 perks across 7 SPECIAL stats, with 12 new perks like "Rust Walker" and "Neon Runner" that emphasize environmental adaptation.
  • Settlement building now supports up to 40 settlers per settlement (up from 20 in Fallout 4) with a streamlined snapping system and pre-fab blueprints.
  • Weapon mods have a new tier system (Common, Uncommon, Rare, Legendary) affecting damage, fire rate, and accuracy—legendary mods can add elemental effects like cryo or plasma.
  • The map is 1.5x larger than Fallout 4’s Commonwealth, featuring 9 distinct biomes from the Glowing Coast to the Rust Belt, each with unique loot tables and faction presence. ---

    Fallout 5 Perk Chart Breakdown The perk system in Fallout 5 keeps the SPECIAL framework but adds a branching perk chart similar to a skill tree. Each SPECIAL stat has 10–12 perks, totaling 75. You earn one perk point per level, with bonus points at levels 5, 10, 20, and 50. ### Notable New Perks
  • **Rust Walker (Endurance 5):** Reduces radiation damage from water and weather by 50% per rank. At rank 3, you heal 1 HP per second while in irradiated water.
  • **Neon Runner (Agility 7):** Increases movement speed by 15% in low-light or underground areas. Rank 2 adds a 20% stealth bonus in darkness.
  • **Magnet Fingers (Luck 9):** Automatically loots nearby ammo and caps within a 10-meter radius every 30 seconds. Rank 2 extends to weapons and armor. | Perk Name | SPECIAL Requirement | Ranks | Effect (Rank 1) | |-----------|---------------------|-------|-----------------| | Rust Walker | Endurance 5 | 3 | -50% radiation from water/weather | | Neon Runner | Agility 7 | 2 | +15% speed in darkness | | Magnet Fingers | Luck 9 | 2 | Auto-loot ammo & caps (10m radius) | ---

    Settlement Building in Fallout 5 Settlement building is overhauled with a focus on modularity and performance. The build cap is now dynamic: each settlement has a base build limit that increases with your Charisma level and the number of settlers. At Charisma 10, you can reach the hard cap of 40 settlers. ### Key Changes
  • **Snapping system:** Walls, floors, and roofs snap 30% more reliably than Fallout 4. You can now rotate objects in 15-degree increments (hold R and scroll).
  • **Pre-fab blueprints:** Unlock 10 blueprint packs (e.g., "Bunker Complex," "Market Row") by completing settlement quests. Each pack costs 800–1500 caps from new NPC vendors.
  • **Resource management:** Water and food consumption per settler is 1 unit each per day. A single industrial purifier produces 10 water; a mutfruit plant yields 0.5 food. You need roughly 2 mutfruit per settler to break even.
  • **Defense rating:** Each turret provides 5 defense, but raider attacks scale with your settlement’s total resource value. A settlement with 200 water and 50 food will attract 3–4 raiders every 5 days. ---

    Weapon Mods & Crafting Weapon mods are now tiered, with four rarities affecting stats and visual appearance. Mods drop from enemies, chests, and vendors, or can be crafted at weapon workbenches. ### Mod Tiers
  • **Common:** +5% damage or +10% fire rate. Example: "Rifled Barrel (Common)" adds 5% ballistic damage.
  • **Uncommon:** +10% damage or +15% accuracy. Example: "Precision Stock (Uncommon)" reduces spread by 20%.
  • **Rare:** +15% damage and a secondary effect like armor penetration (ignores 10% armor).
  • **Legendary:** +20% damage plus an elemental effect: cryo (slows by 30%), plasma (10% chance to disintegrate), or incendiary (20 burn damage over 5 seconds). Crafting a Rare mod requires 4 Steel, 2 Screws, 1 Adhesive, and a perk like Gun Nut rank 3. Legendary mods need the same materials plus 1 Nuclear Material—rare, found only in nuka-cola quantum or from glowing enemies. ---

    Faction Guide Fallout 5 features four main factions, each with distinct territories, quests, and endings. Your choices lock you in permanently after the main quest’s midpoint (roughly 20 hours in). ### The Four Factions 1. **The Rustwalkers** – Based in the Rust Belt biome. Focus on survival, scavenging, and environmental adaptation. Their perk: "Rust Armor" reduces radiation damage by 30%. They hate synths and advanced tech. 2. **The Neon Syndicate** – Control the city of Neon Point (a rebuilt Las Vegas-style settlement). They trade in chems, data, and weapons. Their perk: "Market Sense" gives 15% better buy/sell prices. 3. **The Enclave Remnants** – A smaller, more secretive faction than previous games. They occupy a fortified bunker in the High Plains. Their perk: "Advanced Training" grants +10% accuracy with energy weapons. 4. **The Free Commonwealth** – A democratic alliance of settlements. They push for cooperation and technology sharing. Their perk: "Community Watch" gives +2 defense per settler in allied settlements. ---

    Map & Biomes The Fallout 5 map is roughly 1.5 times the size of Fallout 4’s Commonwealth, at about 30 square miles. It’s divided into 9 biomes, each with unique hazards, enemies, and loot. ### Key Biomes
  • **Glowing Coast:** High radiation (10 rads/sec), low visibility. Contains rare mods and nuclear material.
  • **Rust Belt:** Industrial ruins, medium radiation (3 rads/sec). Home to Rustwalker faction.
  • **High Plains:** Open fields, little cover, low radiation (1 rads/sec). Enclave bunkers and raider camps.
  • **Neon Point:** City biome, no radiation. High density of vendors, quests, and Syndicate patrols. Fast travel points are unlocked by discovering map markers (there are 42 total). Each biome has at least 5 major locations, like the "Sunken Reactor" in the Glowing Coast (legendary loot) or "The Rustworks" in the Rust Belt (unique weapon mod). ---

    FAQ **Q: Can I reset my perk points in Fallout 5?** A: Yes. There’s a new item called the "Mysterious Serum" that resets all perk points. It costs 2,500 caps and is sold by a rare wandering merchant named Doc Yuma. You can use it once per playthrough. **Q: Are there any new weapon types in Fallout 5?** A: Yes. The game adds three new weapon types: the "Arc Rifle" (energy, fires chain lightning), the "Bone Shredder" (melee, causes bleed), and the "Gauss Pistol" (silent, high damage but slow fire rate). **Q: How many factions can I join at once?** A: You can join all four factions early on, but after completing the main quest’s fourth chapter (around level 25–30), you must choose one. The other three become hostile if you side against them.