EVE Online Market Trends — Rising and Falling Item Prices
PLEX
4.85M ISK
1d▲ 0.15% 7d▲ 1.72%
INJECTOR
736.00M ISK
1d▼ 1.46% 7d▼ 1.88%
EXTRACTOR
468.50M 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: 2026-10-08T23:54 · from cache
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30/30  ·  30/30

Hot — price up

30
# Item Price Δ Price Volume/d Δ Volume
1 27.1K +97.5% 2218 -3.5%
2 3.8K +82.9% 540 -9.5%
3 13.8K +81.3% 993 +43.4%
4 34.5K +78.0% 3103 +91.4%
5 30.6K +65.6% 180 +75.4%
6 33.7K +57.7% 259 +140.8%
7 129.3K +54.5% 101 -8.4%
8 10.6K +44.2% 1269 +84.5%
9 1.8K +43.7% 3832 +62.1%
10 3.1K +43.2% 2963 -8.1%
11 27.0K +37.1% 117 +11.9%
12 4.5K +36.9% 12418 +45.7%
13 15.0K +34.5% 435 +91.7%
14 403.1K +33.8% 392 +129.7%
15 44.0K +31.8% 755 -0.5%
16 2.65M +31.7% 178 +10.5%
17 10.2K +31.4% 380 +80.2%
18 16.9K +31.3% 1132 +242.1%
19 125.6K +31.1% 2604 +74.4%
20 282.2K +31.0% 115 +9.6%
21 54.8K +30.8% 11087 -0.9%
22 63.1K +30.1% 5804 +110.5%
23 145.1K +29.6% 2146 -7.6%
24 252.7K +27.4% 737 +88.2%
25 1.8K +26.1% 10503 +60.7%
26 118.3K +24.8% 745 -5.4%
27 1.30M +23.8% 242 +74.5%
28 7.2K +23.6% 193 +1.9%
29 241.4K +23.2% 129 +16.9%
30 12.6K +22.9% 24244 +393.6%

Falling — price down

30
# Item Price Δ Price Volume/d Δ Volume
1 1.7K -85.0% 449 +32.5%
2 14.9K -81.3% 2199 +29.1%
3 341 -73.8% 1907 +15.9%
4 368 -67.6% 1867 +86.5%
5 23.1K -61.2% 1144 +161.0%
6 868 -57.7% 459 -18.6%
7 5.2K -56.3% 111 -2.5%
8 3.3K -54.8% 545 +39.7%
9 77.1K -42.6% 1705 +204.7%
10 31.9K -36.5% 135 +29.9%
11 15.9K -36.1% 427 +215.5%
12 2.4K -34.2% 43776 +14.7%
13 2.1K -33.9% 9592 +25.4%
14 42.7K -28.4% 2473 +75.7%
15 885 -27.6% 32502 +86.3%
16 112.3K -27.1% 91 -29.6%
17 7.9K -26.2% 228 -5.1%
18 1.3K -26.2% 72652 +32.7%
19 800.0K -26.2% 290 +28.6%
20 61.1K -25.5% 167 +29.9%
21 1.9K -24.6% 1440 -26.8%
22 15.6K -24.6% 3271 +39.7%
23 190.6K -24.4% 1029 +52.1%
24 292.2K -24.1% 191 +11.7%
25 11.6K -24.0% 4900 -12.8%
26 16.9K -23.7% 140 -21.4%
27 24.0K -23.6% 507 +230.3%
28 10.8K -23.4% 241 -14.1%
29 4.9K -23.3% 79419 +51.0%
30 6.0K -22.7% 7368 +31.0%

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 530 265.47B +1.8% -2.5% ▲ 207 ▼ 168
Ships 262 201.34B -0.0% -0.5% ▲ 107 ▼ 118
Trade Goods 187 195.54B -0.5% -0.7% ▲ 59 ▼ 60
Pilot's Services 5 176.62B -1.2% +0.1% ▲ 2 ▼ 1
Ship Equipment 945 151.66B +0.8% -0.5% ▲ 393 ▼ 370
Ship and Module Modifications 329 43.85B -0.7% -5.9% ▲ 82 ▼ 162
Implants & Boosters 188 43.61B +0.4% +0.5% ▲ 62 ▼ 71
Ammunition & Charges 389 24.88B -0.7% +2.2% ▲ 133 ▼ 170
Drones 98 14.66B -2.1% +2.6% ▲ 30 ▼ 49
Structures 26 8.32B -0.7% +0.2% ▲ 10 ▼ 12
Skills 144 6.92B -3.1% +2.3% ▲ 36 ▼ 44
Structure Equipment 11 4.04B +7.7% +2.2% ▲ 7 ▼ 3
Special Edition Assets 23 1.20B -4.4% -0.7% ▲ 5 ▼ 13
Planetary Infrastructure 9 716.80M +5.3% +1.8% ▲ 9 ▼ 0
Structure Modifications 1 409.51M — — ▲ 0 ▼ 1
Apparel 3 23.98M — — ▲ 2 ▼ 0

Rising categories, 7 days

Category Items 7 days 30 days
Faction Materials / Serpentis Manufacture & Research 6 +72.4% +15.6%
Faction Materials / Blood Raiders Manufacture & Research 10 +62.0% +15.2%
Shield Mutaplasmids Ship and Module Modifications 5 +49.6% +59.3%
Armor Repairers / Small Ship Equipment 10 +47.1% +46.3%
Explosive Energized Membranes Ship Equipment 5 +43.2% —
Hybrid Weapon Rigs Ship and Module Modifications 10 +37.3% -19.6%
Railguns / Medium Ship Equipment 13 +34.6% +15.4%
Medium Drone Rigs Ship and Module Modifications 6 +32.0% +2.5%
Small Hybrid Weapon Rigs Ship and Module Modifications 6 +30.0% -23.6%
Crokite Manufacture & Research 6 +28.9% —
Thermal Energized Membranes Ship Equipment 6 +28.9% +7.2%
Advanced Components / Gallente Manufacture & Research 9 +28.0% +4.8%
Medium Energy Weapon Rigs Ship and Module Modifications 6 +27.9% +33.5%
Advanced Components / Amarr Manufacture & Research 9 +24.9% +9.6%
Standard Ammo / Small Ammunition & Charges 8 +23.1% +53.1%

Falling categories, 7 days

Category Items 7 days 30 days
Special Edition Festival Assets Special Edition Assets 13 -93.0% -2.8%
Laser Miners Ship and Module Modifications 6 -71.3% -64.5%
Narcotics Trade Goods 11 -71.3% -77.1%
Astronautic Mutaplasmids Ship and Module Modifications 5 -39.9% —
Consumer Products Trade Goods 10 -38.9% -36.3%
R.A.M. Manufacture & Research 8 -28.5% -16.1%
Light Hybrid Drones Drones 5 -28.4% +58.2%
Hybrid Drones Drones 8 -26.9% +42.1%
Talocan Manufacture & Research 13 -26.1% -38.3%
Advanced Artillery Ammo Ammunition & Charges 6 -25.6% -27.4%
Standard Crystals / Medium Ammunition & Charges 7 -22.4% -24.8%
Faction Torpedoes Ammunition & Charges 5 -21.5% -0.3%
Faction Charges / Small Ammunition & Charges 6 -21.5% -19.1%
Kinetic Energized Membranes Ship Equipment 6 -20.8% —
Booster Slot 02 Implants & Boosters 6 -18.7% -1.7%

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.