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. ---

    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. ---

    Settlement Building: Modular, Reputation-Driven, and Actually Fun Fallout 4's settlement system felt like a chore. You'd spend hours placing walls that never aligned. Fallout 5 fixes that with **modular blueprints**—pre-designed structures (e.g., watchtowers, barracks, greenhouses) that snap together like LEGO. Each blueprint costs resources and a new currency called "Salvage Tokens" earned by clearing nearby ruins. But the real improvement is **reputation**. Each settlement now tracks its standing with your faction. High reputation (over 75 points) gives you:
  • 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. ---

    Weapon Mods: Weight, Durability, and Real Trade-offs Fallout 5 adds a layer of realism to mods that I didn't know I wanted. Every mod now has **weight** and **durability**. Example: The "Long-Range Receiver" for a laser rifle adds +20% range but weighs 2 pounds and breaks after 500 shots. You'll need to carry repair kits or visit a workbench. **Total mods**: Over 150, spread across:
  • **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. ---

    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. ---

    Map: 30 Named Locations, Dynamic Weather, and Hidden Vaults The Fallout 5 map covers the **Commonwealth's western frontier**—think Boston suburbs mixed with Appalachian hills. Total size is about 20% larger than Fallout 4's map, but less dense. You'll find:
  • **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. ---

    FAQ **Q: Can I transfer my Fallout 4 save to Fallout 5?** A: No, but there's a reference system: if you played Fallout 4, the game reads your save file (if present) and adds optional dialogue about your previous character's actions. It's purely cosmetic. **Q: How many perk points do I get per level?** A: One perk point per level, same as before. You can also earn bonus points from completing faction quests (up to 5 extra). **Q: Is settlement building required to finish the main quest?** A: No, but you'll miss out on faction-specific upgrades and the best crafting stations. I'd recommend building at least one fort settlement for the workbench. --- *This guide was compiled from in-game testing and patch notes as of version 1.2. Stats and location names may change with future updates.*