Name: The name of the gear in question; usually what appears on the Pip-Boy.
DT: This is the Damage Threshold of the gear. It is the amount of damage one can expect the armor to absorb before the user suffers hit point loss. This would replace the Armor Class mechanic from previous titles.
DR: This is the Damage Resistance of the gear. It is the percentage of damage one can expect the armor to absorb. This is used very rarely in Fallout: New Vegas.
Weight: How heavy the item is, adding to the Carry Weight.
Value: How much one can expect to sell the gear for, assuming the merchant is buying the items at 100% of their value.
Health: This is the hit points of the gear when in full condition. It shows how tough it is.
Effect: Whether the gear has any positive or negative attributes that affect gameplay.
Faction: Whether the gear acts as a disguise towards one or more factions.
Clothing[]
Most wearable items that are classed as clothing (such as hats and eyewear) cannot be repaired by merchants that offer repair services. This requires the player character to either use compatible clothing in the item's class or select the Jury Rigging perk to repair clothing items.