Fallout 5 Wiki: Perks, Settlements, Weapons & Faction Hub
Comprehensive Fallout 5 wiki with perk charts, settlement building tips, weapon mods, faction guide, and map. Essential reference for all wastelanders.
**Key Takeaways:**
The perk chart has 7 SPECIAL-based trees with 70+ perks, each scaling from rank 1 to 4.
Settlement building now features modular snap-together walls and a new resource pipeline system.
Weapon mods impact 10 distinct stats, with unique legendary effects tied to specific factions.
The full map covers 18 named regions, 3 major cities, and 4 faction-controlled territories.
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Fallout 5 Perk Chart: Full Breakdown
Bethesda slimmed down the perk system compared to Fallout 4. Instead of 70+ individual perks, Fallout 5 uses a streamlined chart with 7 core SPECIAL attributes—Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. Each attribute has 10 perks, for a total of 70. Every perk has 4 ranks, but you can only reach rank 4 after level 30. Here is the full chart with practical picks:
| Perk Tree | Best Early Perk (Rank 1) | Best Late Perk (Rank 4) |
|-----------|--------------------------|-------------------------|
| Strength | Pack Mule (+25 carry weight) | Heavy Hitter (melee ignores 50% armor) |
| Perception | Spotter (marks enemies within 30 meters) | Sniper (headshots deal 2x damage while crouched) |
| Endurance | Iron Stomach (rad resistance +20) | Marathon (sprint costs 50% less AP) |
| Charisma | Wasteland Whisperer (pacify one humanoid enemy per 30 seconds) | Leader (companions deal +40% damage) |
| Intelligence | Hacker (unlock Expert terminals) | Jury Rig (repair items with 50% fewer materials) |
| Agility | Quick Hands (reload 25% faster) | Ninja (sneak attacks deal 3.5x damage) |
| Luck | Fortune Finder (find 20% more caps in containers) | Grim Reaper's Sprint (VATS kills refill all AP) |
**My take:** The Intelligence tree is overpowered for crafters. Hacker at rank 1 saves you from missing locked rooms, and Jury Rig at rank 4 lets you fix your best gear with random junk. Luck is a trap early—Fortune Finder sounds great, but caps are plentiful after level 10.
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**Water pumps**: Build 2 industrial water purifiers per 10 settlers. Each gives 40 purified water per day.
**Defense score**: Aim for defense equal to food + water production. A settlement with 50 food and 40 water needs 90 defense (3 heavy machine gun turrets at 30 each).
**Beds**: 1 bed per settler plus 2 extras for travelers. Beds under roofs give +5 happiness.
**Power**: Fusion generators (100 power each) are expensive but silent. Wind turbines (20 power) are cheap but loud and attract enemies.
**New feature**: You can now build underground bunkers using the “Excavate” tool. Dig down 3 levels max, each level adds 10 build limit without counting toward surface budget.
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**Barrel mods**: Long barrel (+15% range, -5% hip-fire accuracy); Short barrel (+10% fire rate, -10% range).
**Receiver mods**: Automatic (fire rate +100%, damage -25%); Semi-auto (damage +15%, fire rate unchanged).
**Faction mods** (legendary only): Brotherhood of Steel mod adds +20% damage against super mutants. Railroad mod gives +15% sneak attack damage. Institute mod reduces AP cost by 25%.
**Pro tip**: The “Stabilized” barrel mod for rifles is bugged in the current patch—it reduces recoil by 40% but also cuts damage by 10%. Avoid it until the next update.
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Faction Guide: Who to Join and Why
Fallout 5 has 4 main factions, each with unique rewards and endgame consequences.
1. **The Enclave Remnants** – Militaristic, wants to reclaim the wasteland using pre-war tech. Rewards: Enclave power armor (DR 450) and the plasma caster (energy rifle, 55 base damage). Best for heavy weapon builds.
2. **The Railroad** – Underground network helping synths and ghouls. Rewards: ballistic weave (upgrade any clothing to DR 100) and the Deliverer pistol (silenced, 12 base damage). Perfect for stealth characters.
3. **The Brotherhood of Steel** – Tech hoarders, enemies of mutants. Rewards: vertibird signal grenade (fast travel anywhere) and the Gatling laser (energy minigun, 8 damage per hit but 10 fire rate). Ideal for power armor users.
4. **The Minutemen** – Settler militia, focus on community defense. Rewards: artillery strike beacon (call in 5 shells, 200 radius) and the General's uniform (+2 Charisma). Best for settlement builders.
**Consequence note**: You can ally with two factions until the final quest. Picking Brotherhood and Enclave together is impossible—they are locked into hostility after “Echoes of the Past” (level 25 quest).
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**The Capital Wasteland** (central): 3 cities, including Megaton 2.0 (built from an old aircraft carrier).
**The Glowing Sea** (southwest): High radiation (20 rads/second), but 4 unique legendary enemy spawns.
**The Pine Barrens** (northeast): Forested, few enemies, good for scavenging. 2 settlement locations.
**The Rustlands** (west): Old factories, hostile raiders, and 3 Brotherhood outposts.
**Fast travel note**: You can only fast travel from discovered locations. The map is roughly 30% larger than Fallout 4's, with 45 discovered locations needed to unlock the “Wasteland Explorer” achievement.
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