Fallout: New Vegas Perks

General information
Unlike in Fallout 3, the Perk Rate in Fallout: New Vegas is one perk every two levels.To counter how easy it was to max out the player's skills in Fallout 3, most of the skill-boosting perks have been removed or replaced. There are 88 regular perks, 8 companion perks, 16 challenge perks, and an unknown amount of special perks. Only regular perks may be selected during level up. Other types of perks are granted through completing various tasks, and do not count against the limit of regular perks.

Companion perks, as their name suggests, are granted by the player's companions. For example, Enhanced Sensors is only in effect while the Courier is accompanied by ED-E. The perk remains in effect so long as the companion is currently following the player. Unless the companion is dismissed, the perk will remain in effect regardless of the distance between the player and their companions. Companions told to wait are still counted as active companions.

Challenge perks are unlocked by fulfilling certain requirements. Challenge tasks can be accessed from the Pip-Boy menu; on the 'Misc.' page, accessible from the 'Data' section. Most of the perks obtained this way are related to the skill or task that was completed to earn it. For example, Set Lasers for Fun increases the odds of scoring Critical Hits with energy-based energy weapons; to earn the perk, a player must score a total of 64 critical hits with energy weapons over the course of their game. Additionally, some challenge perks have multiple ranks or more than one version, such as Caza-Death Dealer, which 'level up' as the player continues adding to its requisite challenge task.

Special perks are granted from other sources, usually through actions in the game world. Completing quests and performing certain actions unlock them. For example, the effects of surgical implants are counted as special perks, which are unlocked once the implant is purchased.

Companion perks
Fallout: New Vegas is not the first Fallout game to introduce the concept of companions having perks, but is the first to have perks that affect the party as a whole.

Implant perks
The total number of implants you can receive is equal to your Endurance statistic. The additional point granted by the Endurance implant does not count toward the total.

Unarmed perks
Special unarmed moves can be learned from various characters in the Mojave.

Dead Money perks


Honest Hearts perks


Old World Blues perks


Implant perks
Doesn't count for the Endurance limit of original implant perks.

Lonesome Road perks


Companion perks
