EVE Online Market Trends — Rising and Falling Item Prices
PLEX
4.90M ISK
1d▼ 0.25% 7d▲ 1.37%
INJECTOR
736.90M ISK
1d▲ 1.51% 7d▼ 0.42%
EXTRACTOR
467.90M ISK
1d— 0.02% 7d▲ 0.32%
PLEX / Injector
150
EVE Online event · Oct 6 — Nov 3
Crimson Harvest
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EVE Online Market Trends

Items with the strongest 3d-vs-30d price moves · Updated: 2026-10-10T04:54 · from cache
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30/30  ·  30/30

Hot — price up

30
# Item Price Δ Price Volume/d Δ Volume
1 185.4K +95.1% 1728 -5.3%
2 133.6K +86.4% 344 +5.8%
3 12.7K +77.6% 580 +60.7%
4 186.9K +77.3% 139 +14.7%
5 1.98M +72.9% 353 +3.5%
6 19.0K +71.0% 3167 +33.5%
7 2.1K +67.8% 961 +62.6%
8 3.9K +67.3% 520 +262.5%
9 8.5K +64.4% 1780 +168.2%
10 1.9K +63.9% 10210 +208.1%
11 9.3K +61.5% 682 +258.6%
12 4.6K +61.3% 779 +217.9%
13 38.07M +59.0% 115 +9.7%
14 6.6K +56.0% 1362 +172.0%
15 25.8K +54.4% 656 +11.4%
16 1.99M +54.4% 812 +115.6%
17 1.27M +53.9% 1153 +39.1%
18 15.1K +53.4% 1059 +117.2%
19 199.0K +52.9% 312 -9.6%
20 3.8K +51.3% 561 +14.4%
21 98.1K +51.3% 322 +14.4%
22 43.7K +51.1% 232 +40.8%
23 7.9K +50.9% 360 +178.5%
24 164.7K +50.3% 2884 +55.6%
25 713.6K +49.9% 605 +13.0%
26 14.4K +48.5% 666 +172.8%
27 121.8K +47.2% 443 +35.6%
28 9.4K +42.5% 1668 +146.4%
29 35.2K +42.4% 856 +87.8%
30 7.0K +42.3% 202 +2.1%

Falling — price down

30
# Item Price Δ Price Volume/d Δ Volume
1 6.3K -91.9% 240 +65.5%
2 6.1K -71.3% 787 +278.4%
3 39.7K -68.1% 333 +228.6%
4 48.2K -61.1% 457 +228.9%
5 3.1K -55.9% 5150 +84.5%
6 7.6K -55.3% 761 -14.3%
7 66.6K -49.9% 460 +309.2%
8 6.0K -49.6% 727 -16.9%
9 61.2K -44.8% 223 +121.3%
10 92.7K -43.7% 727 -21.0%
11 1.5K -41.8% 28131 +8.3%
12 44.8K -35.1% 302 +65.2%
13 18.5K -34.8% 259 +2.9%
14 107.0K -34.8% 872 +0.2%
15 295.8K -33.7% 809 +12.4%
16 1.8K -33.6% 501 +45.3%
17 31.4K -33.5% 1529 +94.9%
18 4.8K -33.1% 6572 -20.3%
19 69.2K -33.1% 123 -20.9%
20 6.4K -32.2% 11565 -24.6%
21 1.95M -32.2% 298 -3.3%
22 2.0K -31.3% 126352 +193.2%
23 39.2K -31.1% 15942 +124.3%
24 11.6K -29.0% 13336 +118.0%
25 2.53M -27.1% 132 +2.5%
26 35.3K -26.7% 8069 -22.7%
27 100.5K -26.1% 1620 -4.1%
28 79.3K -26.0% 555 -15.6%
29 1.7K -25.4% 44552 +64.7%
30 107.4K -25.4% 179 -12.2%

Price changes by category

How prices moved in each branch of the in-game market tree over the last 7 and 30 days. Every item counts in proportion to the ISK it trades per day, so busy items move a category and rare ones barely do. Price history up to 2026-10-08

Market sections

Section Items Turnover/day 7 days 30 days Up / down, 7 days
Manufacture & Research 798 2785.58B +1.7% -3.3% ▲ 314 ▼ 292
Pilot's Services 9 2579.99B -0.3% -0.5% ▲ 2 ▼ 1
Ship Equipment 1 813 2382.19B +3.9% +1.3% ▲ 897 ▼ 618
Ships 321 1789.18B +0.9% -0.5% ▲ 141 ▼ 113
Implants & Boosters 581 1009.49B +0.2% -2.0% ▲ 213 ▼ 225
Trade Goods 341 875.23B -0.7% -1.1% ▲ 110 ▼ 94
Ship and Module Modifications 677 547.08B +1.6% -3.4% ▲ 266 ▼ 259
Ammunition & Charges 684 242.58B +1.8% -0.5% ▲ 238 ▼ 251
Skills 394 203.62B +1.3% +4.3% ▲ 173 ▼ 151
Drones 158 159.89B +0.6% +3.7% ▲ 61 ▼ 73
Structures 74 114.84B +0.6% -0.5% ▲ 16 ▼ 47
Structure Equipment 46 64.48B +1.3% +1.5% ▲ 24 ▼ 14
Special Edition Assets 80 25.09B +3.6% +9.6% ▲ 31 ▼ 25
Apparel 87 6.23B +5.0% +0.7% ▲ 36 ▼ 30
Structure Modifications 7 4.14B -2.8% -12.0% ▲ 0 ▼ 5
Planetary Infrastructure 10 3.18B +4.9% +2.7% ▲ 3 ▼ 5

Rising categories, 7 days

Category Items 7 days 30 days
Faction Materials / Blood Raiders Manufacture & Research 9 +51.8% +35.0%
Thermal Energized Membranes Ship Equipment 16 +47.1% +56.9%
Remote Armor Repairers / Medium Ship Equipment 12 +46.8% +35.1%
Remote Armor Repairers / Large Ship Equipment 8 +40.0% +22.2%
Armor Repairers / Small Ship Equipment 21 +38.5% +41.5%
Passengers Trade Goods 12 +35.8% +16.6%
Remote Armor Repairers Ship Equipment 32 +33.6% +25.4%
Energy Nosferatu / Medium Ship Equipment 9 +32.1% +15.1%
Scanning Implants / Implant Slot 09 Implants & Boosters 5 +31.9% +48.6%
Remote Armor Repairers / Small Ship Equipment 9 +31.9% +26.8%
EM Armor Hardeners Ship Equipment 20 +31.9% +3.5%
Men's Clothing / Tops Apparel 7 +31.5% -3.5%
Small Energy Weapon Rigs Ship and Module Modifications 11 +31.3% +27.8%
Standard Frigates / Caldari Ships 6 +30.9% +32.0%
Standard Crystals / Small Ammunition & Charges 6 +27.9% +42.5%

Falling categories, 7 days

Category Items 7 days 30 days
Narcotics Trade Goods 11 -24.4% -18.5%
Domination Trade Goods 5 -24.0% +18.4%
Gunnery Implants / Implant Slot 06 Implants & Boosters 6 -21.1% -8.3%
Light Hybrid Drones Drones 6 -18.1% —
Weapon Batteries Structures 14 -18.1% -5.8%
Arkonor Manufacture & Research 6 -17.5% -22.2%
100mm Armor Plate Ship Equipment 7 -17.3% -10.3%
Small Drone Rigs Ship and Module Modifications 8 -15.0% -15.8%
Missile Guidance Enhancers Ship Equipment 5 -13.5% -14.6%
Men's Clothing / Outerwear Apparel 12 -13.2% +20.5%
Men's Clothing Apparel 22 -13.1% +20.2%
Electronic Warfare Batteries Structures 8 -13.1% +3.8%
Secure Containers Structures 5 -11.1% +4.8%
Hybrid Drones Drones 18 -10.7% +60.6%
Gamma Filaments Trade Goods 7 -10.4% -5.2%

All market categories

How it works: We compare the average price/volume of the last 3 days against the 30-day baseline. Hot = price up > 5% with volume not collapsed. Falling = price down > 5% with volume still alive (drop < 30%). Items with baseline volume below 100/day or price below 1,000 ISK are filtered out as noise.

How price changes by category are calculated

For every item the page compares the median daily price of the last three days with the same three-day median 7 and 30 days earlier, using the ESI price history of the selected hub. Three days instead of one keep a single odd trade on a thin market from moving the numbers.

A category's change is the average of its items weighted by daily ISK turnover — in effect, how the price of everything traded in that category moved. An item counts in its own group and in every group above it, so a top-level section like Ships covers all ships at once.

Items that trade less than once a day or on fewer than 10 days out of 30 are skipped, as are days with a tenfold spread between the highest and lowest trade and moves of more than 100%, which are almost always data glitches. A category needs at least 5 items with a price change to get a number.

The up and down counts show how broad the move is: a category can rise because one expensive item jumped while most of the rest stood still.