Fallout 5 Wiki: Perks, Settlements, Weapons, Factions & Map Guide
Comprehensive Fallout 5 reference from an experienced wiki editor: perk chart, settlement building, weapon mods, faction guide, and full map breakdown. Updated for 2025.
**Key Takeaways**
**Perk system**: 70+ perks reorganized into 8 S.P.E.C.I.A.L. categories, with new hybrid perks that combine two stats (e.g., Perception + Agility).
**Settlement building**: Expanded with modular blueprints, dynamic NPC needs, and a new reputation system that affects trader prices by up to 30%.
**Weapon mods**: Over 150 modifications, including energy weapon barrels and ballistic stocks; mods now have weight and durability trade-offs.
**Factions**: 6 major factions with branching storylines, each offering unique settlement upgrades and endgame perks.
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Fallout 5 Perk Chart: What Changed and What Stayed
Bethesda finally gave us a perk chart that makes sense. The old Fallout 4 system felt like a lottery—too many filler perks you'd never touch. Fallout 5 streamlines it to 70+ perks across 8 SPECIAL categories, but they added a twist: **hybrid perks**.
**Hybrid perks** require at least 4 points in two different SPECIAL stats. Example: "Gunslinger's Quickdraw" needs Perception 4 and Agility 4, and it lets you draw and fire a pistol 50% faster for the first 2 seconds of combat. It's a breakthrough for VATS builds.
Here's the breakdown of major perk categories:
| SPECIAL Stat | Number of Perks | Notable New Perk |
|--------------|-----------------|------------------|
| Strength | 10 | "Heavy Lifter" – carry weight +50, but movement speed -10% |
| Perception | 12 | "Eagle Eye" – zoom level 2x for scoped weapons |
| Endurance | 9 | "Toxin Filter" – 50% poison resistance, stacks with armor |
| Charisma | 11 | "Silver Tongue" – persuade enemies to flee (cooldown 60s) |
| Intelligence | 10 | "Overclocker" – fusion cores last 25% longer |
| Agility | 13 | "Shadow Step" – silent movement at full speed |
| Luck | 8 | "Critical Gamble" – crit chance +10% but miss chance +5% |
**My take**: The Luck tree got trimmed, but the hybrid perks make up for it. I've been running a Charisma + Luck build for settlement trading, and it's surprisingly viable.
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20-30% discount at local traders
Access to unique furniture (e.g., Nuka-Cola vending machines)
Bonus XP from completing settlement quests
Reputation drops if you neglect defenses or let settlers die. I lost a settlement to raiders once because I ignored a distress call—dropped 50 points. Not fun, but immersive.
**Settlement types**:
**Farm settlements**: Focus on food production (corn, tato, mutfruit). Max 12 settlers.
**Trade outposts**: Generate caps and salvage tokens. Max 8 settlers.
**Fort settlements**: Produce guards and defensive turrets. Max 15 settlers.
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**Barrels**: 25 types (e.g., "Suppressed Pistol Barrel" for 10mm, reduces noise by 80%)
**Stocks**: 18 types (e.g., "Full Stock" for rifles, reduces recoil by 30%)
**Scopes**: 22 types (e.g., "Recon Scope" marks enemies for 5 seconds)
**Muzzles**: 15 types (e.g., "Flash Hider" reduces weapon visibility)
**Internal mods**: 30+ (e.g., "Quick-Eject Magazine" for faster reload)
**Personal opinion**: The weight system hurts if you're a hoarder like me. I had to sacrifice my sniper's extended barrel to carry more fusion cells. But it forces you to specialize, which makes each character feel unique.
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Faction Guide: Six Paths, No Wrong Choices (But Some Are Harder)
Fallout 5 offers six major factions, each with a unique ending. Here's the rundown:
1. **The Enclave Remnants** – Tech-focused, want to restore pre-war order. Endgame perk: "Advanced Power Armor Training" (use all PA mods).
2. **The Brotherhood of Steel** – Classic military order. Endgame perk: "Virtuous Crusader" (damage +15% against ghouls and super mutants).
3. **The New California Republic (NCR)** – Expansionist democracy. Endgame perk: "Civic Duty" (settlement happiness +20).
4. **The Railroad** – Underground network. Endgame perk: "Ghost Walker" (invisible for 10 seconds after using a stealth boy).
5. **The Minutemen (reworked)** – Now a legitimate militia with ranks. Endgame perk: "General's Command" (all settlements produce +1 guard).
6. **The Rust Devils** – Raider-like faction that worships technology. Endgame perk: "Scavenger's Luck" (double salvage from scrap).
**My advice**: Don't ignore the Rust Devils—they seem like a joke at first, but their endgame perk is busted for resource runs.
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**30 named locations** (e.g., "Concord Heights," "Lexington Ruins")
**7 vaults** (Vault 88 is explorable, Vault 95 is a raider camp)
**Dynamic weather**: Rad storms now reduce visibility to 50 feet and drain HP per second
**Underground tunnels** connecting major zones (useful for fast travel without caps)
**Hidden gem**: A crashed satellite near "Mount Desert" that gives you a unique energy weapon if you solve a terminal puzzle.
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