EVE Online Market Trends — Rising and Falling Item Prices
PLEX
4.85M ISK
1d▲ 0.15% 7d▲ 1.72%
INJECTOR
735.90M ISK
1d▼ 1.46% 7d▼ 1.88%
EXTRACTOR
468.60M ISK
1d▲ 0.15% 7d— 0.04%
PLEX / Injector
151
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: 2026-10-08T23:09 · from cache
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30/30  ·  30/30

Hot — price up

30
# Item Price Δ Price Volume/d Δ Volume
1 286.8K +86.1% 190 -5.3%
2 5.1K +81.5% 340 +11.5%
3 2.0K +79.3% 781 +45.3%
4 187.2K +75.9% 206 +69.1%
5 8.9K +65.5% 238 +22.7%
6 2.13M +65.5% 672 +87.9%
7 3.0K +60.4% 346 +174.7%
8 17.2K +59.9% 3035 +27.9%
9 43.7K +55.7% 161 +3.5%
10 94.7K +55.5% 475 +84.8%
11 197.4K +52.5% 319 -7.6%
12 95.6K +51.3% 495 +10.5%
13 1.68M +49.3% 459 +35.3%
14 121.6K +48.4% 466 +45.1%
15 4.0K +45.1% 636 +22.7%
16 14.3K +44.8% 536 +48.0%
17 369.0K +44.0% 285 +21.1%
18 41.2K +43.9% 7828 -0.5%
19 19.5K +43.2% 2556 +144.3%
20 8.0K +41.3% 496 -5.2%
21 249.0K +40.5% 852 +126.7%
22 6.13M +39.4% 201 +77.4%
23 95.4K +38.0% 126 +3.7%
24 4.71M +37.9% 191 +8.5%
25 1.53M +37.4% 1525 -2.3%
26 125.0K +37.4% 5778 +245.3%
27 82.6K +37.0% 129 +10.7%
28 45.1K +36.8% 131 -2.9%
29 1.63M +36.7% 577 +14.2%
30 17.7K +36.6% 384 +25.9%

Falling — price down

30
# Item Price Δ Price Volume/d Δ Volume
1 6.3K -92.5% 133 -2.8%
2 1.0K -80.8% 725 -24.3%
3 360 -74.0% 1904 -22.9%
4 2.4K -70.0% 399 -29.7%
5 6.7K -69.4% 822 +294.6%
6 1.0K -69.2% 222 -26.0%
7 48.1K -58.6% 500 +160.9%
8 7.2K -57.4% 717 -19.1%
9 56.7K -56.9% 370 +185.6%
10 3.3K -55.7% 5350 +73.3%
11 3.5K -54.6% 537 -26.9%
12 3.5K -51.2% 7305 -11.1%
13 2.0K -46.6% 231 +98.9%
14 21.6K -41.7% 121 +3.2%
15 1.5K -39.7% 28464 +2.4%
16 63.8K -38.6% 135 -16.5%
17 54.7K -37.4% 611 +2.4%
18 10.4K -37.0% 9539 +66.8%
19 44.2K -36.3% 282 +56.4%
20 728 -36.1% 62819 +24.9%
21 1.3K -35.9% 7576 -25.5%
22 105.7K -35.6% 840 -10.2%
23 2.8K -35.5% 17298 +35.0%
24 18.6K -35.0% 275 +11.6%
25 32.3K -34.6% 18603 +68.9%
26 8.0K -33.8% 737 -15.3%
27 1.8K -33.3% 551 +58.3%
28 282.3K -32.5% 587 -28.9%
29 116.1K -31.0% 467 +12.8%
30 287.7K -30.5% 238 -17.5%

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 2026-10-07

Market sections

Section Items Turnover/day 7 days 30 days Up / down, 7 days
Manufacture & Research 799 2785.35B +0.7% -3.9% ▲ 315 ▼ 290
Pilot's Services 10 2580.43B -0.3% -0.5% ▲ 4 ▼ 1
Ship Equipment 1 786 2369.81B +2.5% +0.5% ▲ 826 ▼ 636
Ships 321 1780.50B +0.7% -1.1% ▲ 141 ▼ 115
Implants & Boosters 583 1011.35B +1.0% -1.3% ▲ 229 ▼ 212
Trade Goods 344 871.12B -0.2% -1.8% ▲ 106 ▼ 88
Ship and Module Modifications 668 543.14B +0.2% -4.5% ▲ 262 ▼ 253
Ammunition & Charges 675 240.19B +1.4% -0.2% ▲ 252 ▼ 230
Skills 392 207.25B +1.9% +2.2% ▲ 149 ▼ 150
Drones 163 158.84B +0.9% +1.9% ▲ 62 ▼ 74
Structures 74 114.81B +0.9% +1.2% ▲ 23 ▼ 45
Structure Equipment 37 48.69B +0.9% +0.6% ▲ 19 ▼ 14
Special Edition Assets 76 23.43B +15.0% +19.9% ▲ 33 ▼ 21
Apparel 77 9.67B +7.3% +9.7% ▲ 36 ▼ 19
Structure Modifications 8 4.63B -2.2% -10.7% ▲ 0 ▼ 5
Planetary Infrastructure 9 3.16B +5.8% +6.1% ▲ 5 ▼ 3

Rising categories, 7 days

Category Items 7 days 30 days
Headwear Apparel 13 +56.1% -59.4%
Remote Armor Repairers / Medium Ship Equipment 11 +50.3% +30.5%
Men's Clothing / Tops Apparel 6 +43.5% -20.2%
Accessories Apparel 26 +40.6% -6.0%
Faction Materials / Blood Raiders Manufacture & Research 10 +38.8% +23.6%
Kinetic Coatings Ship Equipment 6 +38.8% +40.4%
Thermal Energized Membranes Ship Equipment 16 +38.1% +47.4%
Remote Armor Repairers / Large Ship Equipment 6 +33.6% +23.1%
Energy Nosferatu / Medium Ship Equipment 10 +32.8% +43.7%
Small Energy Weapon Rigs Ship and Module Modifications 10 +30.3% +25.1%
Standard Ammo / Medium Ammunition & Charges 8 +29.9% +14.5%
Kinetic Shield Amplifiers Ship Equipment 11 +29.4% +31.0%
Remote Armor Repairers Ship Equipment 31 +28.1% +21.4%
Booster Slot 17 Implants & Boosters 10 +27.9% +22.9%
Medium Energy Weapon Rigs Ship and Module Modifications 6 +26.9% +39.1%

Falling categories, 7 days

Category Items 7 days 30 days
Passengers Trade Goods 11 -29.2% +40.0%
R.Db Manufacture & Research 8 -29.0% -17.4%
Domination Trade Goods 6 -20.3% +18.4%
Gunnery Implants / Implant Slot 06 Implants & Boosters 7 -18.8% -6.6%
Small Drone Rigs Ship and Module Modifications 9 -18.3% -20.0%
Standard Crystals / Medium Ammunition & Charges 8 -17.6% +51.9%
Mutaplasmids / Damage Control Mutaplasmids Ship and Module Modifications 6 -17.2% -18.9%
Missile Guidance Enhancers Ship Equipment 5 -16.6% -14.6%
Weapon Batteries Structures 14 -15.3% +5.5%
Strong Boxes Trade Goods 18 -14.0% +2.8%
Arkonor Manufacture & Research 6 -13.7% -23.3%
Medium Shield Mutaplasmids Ship and Module Modifications 7 -13.7% +27.4%
Large Smartbomb Mutaplasmids Ship and Module Modifications 11 -13.4% -17.5%
Men's Clothing / Outerwear Apparel 9 -13.0% +16.5%
Men's Clothing Apparel 19 -12.8% +16.1%

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.