Fallout : New Vegas perks General information . Unlike in " Fallout 3 " , the 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 18 special perks . Additionally , 6 of the regular perks can be chosen more than once , such as Intense Training . 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 . You can get up to a total of 25 non - challenge perks with all 4 DLCs installed . With all DLCs installed there are 117 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 . 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 do 16 , 000 points of damage with one handed 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 are counted as special perks , which are unlocked once the implant is purchased . Many of the perks not originally intended to be used in New Vegas remain from the conversion from Fallout 3 . This means that some of the Fallout 3 perks can be added to the characters in New Vegas even though the associated quest does not exist in the game . Like Barkskin , or Wired Reflexes . 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 you can receive is equal to your Endurance statistic . The additional point granted by the Endurance implant does not count toward the total . < section begin = " FNV " / > < section end = " FNV " / > Unarmed perks . Special unarmed moves can be learned from various characters in the Mojave . " Dead Money " perks . < section begin = " Dead Money " / > Special perks . < section end = " Dead Money " / > " Honest Hearts " perks . < section begin = " Honest Hearts " / > Companion perks . < section end = " Honest Hearts " / > " Old World Blues " perks . < section begin = " Old World Blues " / > Implant perks . Doesn ' t count against the Endurance limit of original implant perks . < section begin = " FNVOWB " / > < section end = " FNVOWB " / > < section end = " Old World Blues " / > " Lonesome Road " perks . < section begin = " Lonesome Road " / > Companion perks . < section end = " Lonesome Road " / >