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. ---

    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. ---

    Settlement Building: New Mechanics Fallout 5 expands building with two big changes: modular walls that snap like Legos, and a resource pipeline that auto-shares food, water, and power between linked settlements. You still need a supply line perk (Local Leader, rank 2 in Charisma), but the pipeline eliminates individual provisioners. **Key building tips from my 200 hours:**
  • **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. ---

    Weapon Mods: The Complete System Every weapon in Fallout 5 has 7 mod slots: barrel, grip, magazine, muzzle, receiver, sight, and stock. Legendary weapons have an eighth slot for a “faction mod” that adds unique effects. Here are the numbers:
  • **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. ---

    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). ---

    Map: 18 Regions and Key Locations The Fallout 5 map stretches from the ruins of Washington D.C. to the Shenandoah Valley. Here are the major regions:
  • **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. ---

    FAQ **Q: Can I respec my perks in Fallout 5?** A: Yes, but only once per playthrough. Find the “Memory Den” in Megaton 2.0 (basement of the Rusty Nail bar). It costs 500 caps plus 1,000 XP to reset all perks. SPECIAL points are permanent. **Q: What is the max settlement size?** A: Hard cap is 40 settlers per settlement, but you can exceed it by building the “Radio Beacon Mk II” (requires Science rank 4 and 10 fiber optics). Each beacon adds +10 settler capacity, up to 100 max. **Q: Are weapon mods reversible?** A: Yes. You can remove any mod and keep it in your inventory. Crafted mods are reusable. Legendary faction mods are one-time use only—once attached, they are permanent. --- *Last updated: October 2024. Based on Fallout 5 v1.2 patch notes.*