EVE Online Market Trends — Rising and Falling Item Prices
PLEX
4.90M ISK
1d▼ 0.25% 7d▲ 1.37%
INJECTOR
736.70M ISK
1d▲ 1.51% 7d▼ 0.42%
EXTRACTOR
467.80M 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: 2026-10-10T05:39 · from cache
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30/30  ·  30/30

Hot — price up

30
# Item Price Δ Price Volume/d Δ Volume
1 33.9K +78.8% 358 +87.8%
2 21.6K +77.6% 163 -0.2%
3 141.8K +67.7% 1764 +74.0%
4 91.9K +51.6% 150 +42.5%
5 12.0K +49.9% 250 +102.2%
6 43.1K +45.4% 361 -9.4%
7 1.86M +42.2% 202 +39.7%
8 32.4K +36.4% 6528 +183.8%
9 28.9K +33.4% 647 +91.3%
10 17.1K +30.2% 112 +9.2%
11 23.8K +26.6% 693 +293.6%
12 1.8K +26.0% 15000 +16.7%
13 1.4K +23.8% 5773 +25.2%
14 1.7K +21.5% 13194 -1.1%
15 14.8K +21.1% 868 +431.4%
16 31.4K +19.4% 2095 +172.6%
17 8.0K +18.2% 8497 +150.7%
18 55.4K +18.2% 5509 +69.1%
19 1.18M +17.9% 190 +15.2%
20 551.0K +16.2% 716 +49.4%
21 1.7K +15.8% 114294 +182.1%
22 12.3K +14.4% 31782 +7.2%
23 1.5K +14.3% 114184 +93.6%
24 23.9K +14.0% 1935 +155.4%
25 5.1K +13.5% 62402 +51.9%
26 1.6K +13.2% 73189 +157.7%
27 3.8K +12.6% 4958 +28.5%
28 16.9K +12.5% 2412 +259.1%
29 9.0K +12.4% 20850 +63.7%
30 9.7K +12.1% 11848 +7.1%

Falling — price down

30
# Item Price Δ Price Volume/d Δ Volume
1 993 -59.3% 2197 -9.1%
2 4.9K -52.3% 397 +41.6%
3 726 -41.3% 3649 +10.7%
4 7.7K -30.2% 438 +27.2%
5 41.9K -29.4% 138 -26.2%
6 14.4K -29.3% 1694 +97.0%
7 4.2K -24.9% 85 -15.7%
8 98.5K -24.2% 233 +56.9%
9 269.7K -22.1% 315 -0.8%
10 5.0K -19.6% 999 +283.2%
11 15.4K -19.3% 99 -14.3%
12 23.3K -18.3% 129 -6.8%
13 60.6K -17.3% 172 -3.3%
14 107.8K -15.2% 254 -0.7%
15 223.1K -14.8% 168 -3.2%
16 30.0K -14.6% 190 +28.7%
17 98.5K -14.2% 1731 +135.7%
18 93.5K -13.0% 268 +47.2%
19 1.3K -12.9% 44160 -11.4%
20 1.30M -12.7% 143 -7.8%
21 16.6K -12.6% 6004 +9.0%
22 44.4K -12.0% 14588 +11.8%
23 94.9K -11.2% 179 +45.4%
24 1.6K -10.7% 34813 +31.4%
25 238.2K -10.5% 451 +171.0%
26 79.0K -10.4% 3790 +143.4%
27 11.4K -10.3% 50194 +87.1%
28 12.0K -9.5% 8425 +60.9%
29 336.5K -9.1% 143 +2.5%
30 16.1K -7.9% 341 +113.6%

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
Pilot's Services 4 92.09B — — ▲ 1 ▼ 2
Manufacture & Research 369 76.39B +0.9% -1.0% ▲ 117 ▼ 127
Ships 174 61.88B +1.8% -0.2% ▲ 86 ▼ 64
Ship Equipment 659 39.98B +2.2% +1.2% ▲ 255 ▼ 235
Trade Goods 147 14.47B -1.0% -2.5% ▲ 38 ▼ 48
Ship and Module Modifications 201 14.06B +1.3% -4.3% ▲ 52 ▼ 91
Implants & Boosters 80 8.15B -1.0% +1.2% ▲ 28 ▼ 34
Ammunition & Charges 316 7.66B +0.3% +1.5% ▲ 87 ▼ 116
Drones 79 5.99B +0.2% +0.7% ▲ 22 ▼ 28
Skills 114 3.27B -0.1% -0.4% ▲ 19 ▼ 16
Structures 12 1.50B +0.7% -1.3% ▲ 5 ▼ 3
Structure Equipment 1 1.04B — — ▲ 1 ▼ 0
Special Edition Assets 8 107.39M +6.8% -14.6% ▲ 2 ▼ 1
Apparel 4 41.72M — — ▲ 1 ▼ 1
Planetary Infrastructure 8 25.16M +18.8% -10.5% ▲ 5 ▼ 1
Structure Modifications 0 — — — —

Rising categories, 7 days

Category Items 7 days 30 days
Armor Repairers / Small Ship Equipment 8 +65.8% -20.6%
Heavy Assault Launchers Ship Equipment 5 +56.6% —
Armor Repairers Ship Equipment 18 +45.5% -1.8%
Blasters / Large Ship Equipment 11 +42.9% -6.9%
Takmahl Manufacture & Research 5 +30.3% —
Freight Containers Structures 5 +28.7% +66.0%
Standard Frigates / Amarr Ships 5 +26.9% —
Criminal Dog Tags / Serpentis Trade Goods 6 +24.9% -5.6%
Criminal Dog Tags Trade Goods 16 +24.7% -5.3%
Small Shield Rigs Ship and Module Modifications 12 +22.5% -3.1%
Resource Processing Rigs Ship and Module Modifications 6 +22.2% +18.6%
Standard Ammo / Large Ammunition & Charges 7 +21.4% -24.6%
Gunnery Implants Implants & Boosters 6 +20.7% —
Shield Resistance Amplifiers Ship Equipment 6 +20.2% -7.5%
Thermal Shield Hardeners Ship Equipment 5 +19.8% -8.9%

Falling categories, 7 days

Category Items 7 days 30 days
Faction Materials / Guristas Manufacture & Research 5 -63.9% -5.8%
Faction Materials / Serpentis Manufacture & Research 5 -56.3% -24.2%
Talocan Manufacture & Research 5 -25.6% —
Standard Crystals / Large Ammunition & Charges 6 -23.8% -10.9%
Smartbombs / Large Ship Equipment 6 -17.9% -12.1%
Smartbombs Ship Equipment 12 -16.0% -9.8%
Autocannons / Large Ship Equipment 10 -15.2% -7.1%
Firestorm Filaments Trade Goods 5 -13.5% +27.7%
Interceptors Ships 5 -12.4% —
Standard Ammo / Medium Ammunition & Charges 5 -11.5% -0.5%
Gamma Filaments Trade Goods 5 -11.5% -11.5%
Ship Equipment / Electronic Warfare / Electronic Counter Measures Ship Equipment 18 -11.3% -18.4%
Implant Slot 05 Implants & Boosters 5 -10.9% -4.6%
Mutaplasmids Ship and Module Modifications 6 -10.8% —
Cruise Missiles Ammunition & Charges 14 -10.7% -2.3%

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.