OUT OF POD

Stay in the loop.

Flash

News scripted from CCP and our own data

Hub
How this works

Our own newsroom: Flash, Front page, Economics, Politics, Game balance, the Wire and the Editor's desk. No model writes it. A story is a headline, its area and age, a one-sentence lead, a short abstract and a link, written by a script from data this site holds or from CCP's patch notes.

    Arbitrage best opportunities between regions

    From: To:
    How this works

    Use it. Buy in one region and sell into a higher bid in another: rows rank by net profit after haul, each item on its most profitable pair of regions.

    How it is priced

    Buy in one region, sell into a higher bid in another — each item shows its most profitable pair of regions. The haul is priced as highsec courier contracts, so only listings in systems with a highsec-only route to the buy region's hub count as supply (items listed cheaply only in lowsec or nullsec are left out). Without Hub station only, those units are picked up station by station — the buy region's hub station first, then the stations nearest that hub by highsec jumps (cheapest first at equal distance) — and each pickup station is its own courier contract (or self-haul trip) straight to the sell hub, priced on that station's own highsec route and its share of the m³ and value. It splits into more contracts or trips when its m³ overfills one — a courier's contract size, or with Self-haul or Ignore hauling cost the Cargo hold per trip of Your hauler — or its value passes your Max cargo value, though never more than one per unit (a unit can't be split across trips); the count shows under Net profit when it's more than one (with hauling ignored too). A self-haul trip is flown there and back — the ship comes home for the next load, empty on a one-way haul — so each trip costs twice its jumps × your ISK per jump flown. Net profit (after haul) nets out sales tax and the cost of all those contracts or trips (Trade settings, top right, sets the hauling choice, your hauler's hold and Max cargo value). In the filters below, the Category row picks kinds of item (Ships + Modules is both) and the Tech row narrows them by tech level (Ships + T2 is T2 ships).

    When more than 500 items qualify, the 500 with the highest Net profit (after haul) are shown and the status line above the table says so. Shift+click a column header to add it as a secondary sort key.

    Item Buy at (region) Buy price Sell at (hub) Sell price Spread Spread % Jumps Volume Turnover/hr Net profit (after haul) Score Add

    Hauling radar cheap sell orders beyond the hubs, by the risk and the profit of the haul

    Security
    Region
    Route
    Found
    Min. profit
    NPC orders
    Gone
    How this works

    Use it. Buy an underpriced sell order in a region beyond the five hubs, haul it to the nearest hub and relist: rows rank by profit after haul. Each book is a market reading up to an hour or two old, so an order may have sold.

    How it is priced

    Sell orders in the regions beyond the five hubs (Lonetrek, The Citadel, Essence and the rest) listed well under what the same item sells for at the nearest hub: buy them, haul them in, relist. Their full order books are fetched in turn, a few regions after each 10-minute run, so each book is a market reading from its last turn, up to an hour or two old, never a live view: a region's name carries its book's age once it is over two hours, every row says it again, and an old book is flagged amber on its rows. Any order may have sold since its book was taken. After every run each stored book is checked again against the hubs' current prices. Where the order's system has a highsec-only route to a hub, the nearest hub is the one with the fewest highsec-only jumps and that route is the only one offered. From lowsec, nullsec or a highsec island the nearest hub is the one with the fewest jumps of any security (Shortest); where the route through the fewest lowsec/nullsec systems to the same hub differs (Safest: out of lowsec/nullsec by the nearest way, then highsec), the Route column offers it (⇄) and switches that row's jumps, haul, profit and risk. An order with no stargate route to any hub is left out. The hub price is the lowest of the hub station's robust ask, the hub region's median daily trade price over the last week and its latest day's. Only items that traded on at least 3 of the last 7 days, at least once a day, count. Profit after haul is (hub price × (1 − broker fee − sales tax) − order price) × resellable units, minus hauling those units to the hub with your Hauling choice (Trade settings, top right). An order whose single unit is bigger than the hold has no haul price: flagged red, shown with its profit before hauling, sorted last. What is stored is a floor, at least 10% under the hub price and 1M ISK of profit before hauling at the default fees. A find goes when its order leaves the book (sold or pulled), when it is no longer a find (repriced, the hub price fell, or cheaper finds took the hub's week of resale), or when its region's book is over a day old; gone finds stay listable for 30 days.

    no recent kills on the routesome killsmany killsno kill datasize: profit after haulnot priced◆ lowsec or nullsec on the routeroute to the hub

    Item Location Price Units Hub price Discount % Resellable Haul cost To hub Route Cargo Risk Profit after haul Seen Add

    Route planner stargates, wormholes and jump freighters, with 24 h activity flags

    Mode
    From
    To
    Stops
    Ship
    Wormholes and avoid
    Avoid wormholes with under

    Avoid

    Own connections

    Danger

    Route Jumps Below highsec Risk Fuel Fatigue
    How the planner works

    Use it. Set the start and the stops, then use the Route slider to trade jumps for safety. Flagged systems had ships of the trip kind lost in the last 24 h.

    How routes are scored

    The Route slider. The trip is searched at many weights of danger against jumps (from fewest jumps to least danger), and once through highsec only, detouring around today's events (each unit of danger costing 10 jumps of detour). With no stargate route at all (Thera, a wormhole system) the stops are searched through the known wormholes.

    Flags. A system is flagged when ships of the trip kind were lost there in the last 24 h (live kills, EVE hourly kills or the archive newest day); the count and the newest age show on the map, in the route list and in Details. Shortest shows flags without avoiding them; Safest and the jump freighter cyno search go around them where a route exists, and a cyno system with a flag is never called quiet.

    Danger. Entering lowsec counts 10 units, nullsec or wormhole space 20, Thera 10: a hauler in lowsec meets camps with no CONCORD. Today's events add to a system: ship and capsule kills in the last 3 hours of CCP's hourly counts (hot from the worst 5% of each security class, very hot from the worst 2%, trade hubs left out), the killmail archive's last 14 stored days (elevated and high systems, CONCORD losses, the camp pattern of many capsules for the ships lost), incursions, faction warfare systems contested or vulnerable, sovereignty campaigns, war losses in highsec, EVE-Scout's storm reports and wormholes at end of life. None of it proves a gank or a camp: it is a record of where fighting was.

    Wormholes. EVE-Scout's scouts map the wormholes from Thera and Turnur; the list is read every 10 minutes, the storm list once an hour. A route through them is offered only when it is shorter or safer than the stargate route. Where no hole helps, the page says how often a hub has connected near the ends' regions (a history of the list kept since this planner started).

    Jump freighter. Plans by jump drive between systems where a cyno can be lit (lowsec and nullsec of known space), with highsec gate legs, as before; hybrid plans also take very large and capital wormholes, which cost no fuel and add no fatigue. Plans are ranked by fuel, then fatigue at the end, jumps and risk. Pochven and Zarzakh are never on a route. Connection data: EVE-Scout.

    Filaments: a random destination, so no route to plan

    Needlejack. Noise and Signal filaments (Noise-5, -15, -25 and Signal-5, -15, -25; the number is how many ships they carry) take a fleet from anywhere in space to a random nullsec system: Noise to a system with low activity, Signal to one with high activity (EVE University). Spool-up is 30 seconds for 5 ships, 45 for 15 and 60 for 25 (CCP's Static Data Export; EVE University's page lists 60 seconds for Needlejack); the conduit takes ships within 6 km of the one that activates it. Ships up to battleship hulls pass; capital ships do not. The fleet must be in one fleet with safeties yellow or red, at least 1,000 km from a gate, station or structure and off a deadspace grid; using one starts a 15-minute log-off timer; a pilot unlinks by cloaking, changing ship or going beyond 30 km. Pochven. Border, Internal and Home filaments (5 or 15 ships; spool-up 30 and 45 seconds) carry a fleet from outside Pochven into it: Home to Niarja, Archee or Kino; Border to Senda, Ahtila, Arvasaras, Sakenta, Urhinichi or Otanuomi; Internal to the other Pochven systems (Brave Collective's wiki). Pochven has stargates only between its own systems, so there is no gate distance from a landing there to a trade hub. Not documented: whether freighters and industrial ships can use either family, and the destination lists, which are not in the Static Data Export. Because the landing system is random, this page plans nothing for filaments. Sources: CCP's Static Data Export (the filament items and their attributes); EVE University: Needlejack filaments and Filament; Brave Collective: Triglavian space; CCP: New Permanent Needlejack Filaments.

    SKINR market what ship designs sell for

    Priced in
    Window
    How this works

    Use it. Find what to restock and which hull is hot: sales are counted from market readings and are a floor. The data is an archive, only as fresh as the line above says.

    How the data is read

    SKINR is CCP's own in-game system for player-made ship designs (the Paragon Hub market). It has no public API of its own: the data here is EVE Ref's scrape of that market (data.everef.net/skinr-listings and skinr-details), loaded into this site's database by hand. Nothing fetches it on a schedule, so the page is only as fresh as the archive line above says. The scrape holds each listing's design, ask per unit, quantity left and state (listed, sold out, removed, expired); who sold or designed anything is not kept.

    Hulls: the market now (the newest market data's listed listings): listings and units, the median ask over listings and the cheapest ask, and what sold over the window. Sold is counted from the market readings: a listing's quantity falling between two of them, or a listing seen sold out, is units sold at its ask, dated by the listing's last change. A listing first seen already sold out counts one unit even when the sale was larger, and a sale the scrape missed is lost, so sold figures are a floor, lower where market readings are missing. Removed and expired listings are not counted as sold. Prices are asking prices: a listing priced at an absurd figure sits listed and moves the median little.

    Designs: those with units sold in the window, most first, with hull, tier, current median ask and units listed. A listing whose design the scrape does not name has no hull or name; it is left out of every table and total, and the line above the tables counts how many. Elements: the nanocoatings and patterns on the slots of those designs, each design counted once per element and weighted by its units sold. The aim is the elements of whole designs bought by end users: relisting stands in for speculators and scalpers, but the data holds no buyer or seller, so hoarders cannot be told from users and count as kept. Names come from CCP's static data (its SKINR components), loaded with the rest of it; an id it does not hold yet shows as the id alone. The chart is the picked hull's median ask (line) and ISK sold a day (bars) over every day loaded; a day with no market reading is a gap.

    Tier sources: EVE University wiki, "Ship SKINR" (Sequencing: the complexity tiers and their PLEX costs and times); CCP, "Equinox in Focus: Personalized Ship SKINs" (the sequence cost is based on a tier system in PLEX, on the rarity and quantity of the elements; the time on the tier and the pilot's skills).

    Relisted % and Kept (est.) estimate what became of the units sold. After a sale, some of the units come back as new listings of the same design (a buyer speculating relists them), some never do (kept in hangars or applied to ships). Per design, the units sold on a day are matched, oldest first, with the units of that design's listings created on a later day and no more than the stated number of days after the sale (the first quantity a market reading showed counts, at least one unit per listing); a unit matches once, so relisted never exceeds sold. For an element the designs that carry it are added up, as for Est. sold. These are estimates, and the page cannot do better: a relist by the original seller, or a new copy of a design, looks the same as a buyer relisting; listings made on the day of the sale are not matched; market readings are about a day apart, so a listing that lived and ended between two is never seen; and the newest sales have had less time to come back, so Kept is overstated for them (most for the 7-day window). Read Kept (est.) as a popularity signal for ranking, not a count.

    PLEX PLEX and the skill economy

    PLEX in Item search ›
    Hub
    How this works

    Use it. Read the verdict cards to decide whether to buy now: each compares today's price with its own past and gives a level to buy at. Market guidance for in-game buying, not a forecast.

    How the prices are read

    Prices are CCP's daily market history: for each day the average price, the highest and lowest trade, the units traded and the number of orders. There is no open or close, so a true candlestick cannot be drawn. The highest and lowest are raw extremes and can come from a single trade; a day with fewer than 5 orders is drawn hollow. A day with no trade is a gap, never filled in.

    PLEX trades on CCP's global PLEX market. Before it opened it traded in each region, and the days before it are The Forge's. The series are our own collection: the history sync stores PLEX's and the skill items' daily history from EVE each day and takes one market reading of the PLEX order book a day, and the older days were loaded once from EVE Ref's daily market-history archive. The Data section says what is held.

    Every calculator is a market reading with your fees and today's prices, not a forecast. Correlation and volatility describe the days shown; a moving average crossing another is shown, not called.

    The PLEX desk is speculation from historical patterns, not advice; past behaviour may not repeat. Four rules, each on its own item: Low in its year (the daily average in the lowest 20% of its last 365 days: hold the item), High in its year (the highest 20%: hold ISK), Uptrend (the 30-day average 2% or more over the 200-day and the price at or over the 30-day: hold the item) and Downtrend (the mirror: hold ISK). Short-term signals (price jumps, order flow, last month's winners) are left out: they did not pay after costs where they were tested. Each rule is backtested on the stored history with no look-ahead: a signal uses only the days up to it, the trade is at the next day's average and the exit at the average 90 days (and, reported beside it, 30 days) later, the sales tax and the broker fee of Trade settings' defaults paid on every sale and the broker fee on every buy. Trades do not overlap. A rule speaks only when, at 90 days, it has at least 5 trades and its mean after fees beats both doing nothing and the same trade on any day; those criteria are fixed in advance. Two passing rules that disagree leave the item neutral. An action trades at most 5% of a day's units where it acts and what the book holds within 5% of the best price, not at all where the spread is over 5%, and a buy stays within the Max capital per pick of Today's best. Spread and depth have no stored history, so they size today's action and are not tested. Core trend insurance holds PLEX and the Large Skill Injector 50/50 while both close above their 200-day averages and ISK otherwise, with the same costs on every switch.

    Cargo hold optimization, hub to hub

    Trip
    From: To:
    Sell at destination

    How this works

    Use it. Pick a route to plan one hub-to-hub run in full: what goes in each trip's hold and what to bring back, net after hauling and sales tax.

    How it is priced

    Plans one hub-to-hub run in full: what to put in each trip's hold, trip after trip, and what to bring back. The hold is your hauler's from Trade settings (top right): with Self-haul or Ignore hauling cost, Your hauler's Cargo hold per trip; with a courier, its contract size — plus your Max cargo value, the most the goods in one trip may cost (gankers go for what's in the hold). Items are bought from the source hub station's own sell orders (the price real volume is listed at in that station, not the region's cheapest listing at some other station) and, with Sell at destination on Into buy orders, sold into the buy orders reachable from the destination hub station, highest bid first: each unit is valued at the bid it would actually fill, and only units that still sell at a profit after sales tax go in (List sell orders: see the tip on Sell at destination). Each hold is filled for the most profit within BOTH limits — its m³ (packaged volume: a ship stows far smaller packaged than assembled) and the cargo value — so when the value cap binds, bulkier items that make more per ISK fill the rest of the hold instead of a few dense, pricey ones spending the whole cap on a sliver of it. Net = outbound profit + return profit − hauling. ⚠ marks items with no buy order reachable from the destination hub at all, priced at the region's best bid instead. A route with no highsec-only path has no haul price: it ranks below every route whose haul can be priced, and is flagged in red with no net figure. "⚠ via" on the Route line means the highsec route passes a gank hotspot — a highsec system in the top 2% for ships destroyed per day, from CCP's hourly kill data (start and end systems not counted); hover it for the kills and what the hold is worth. It's a warning only: routes aren't ranked by it. In the filters, the Category row picks kinds of item (Ships + Modules is both) and the Tech row narrows them by tech level (Ships + T2 is T2 ships).

    Details plans a route in full under the list — every trip that pays, each hold's manifest — to look through before you commit. The route stays lit in the list, and "Back to suggested routes" takes you up to it to open another.

    Production best opportunities

    Near hub:
    Sell at:
    How this works

    Use it. Pick what to build: rows rank by profit a day, after material cost, job cost, broker fee and sales tax. Fill industry slots queues the best rows in the Notebook.

    How it is priced

    Material cost = the Near hub's own station price for each material (a material that station doesn't stock is priced at another hub's station and flagged — it has to be hauled over); a cheap stack in lowsec is not counted, as no hauler to a highsec factory would fetch it. Listing price and Profit are priced off the hub's own station order book (Sell at, above — All searches all 5), not the region as a whole: a region-wide search can attribute a price to some system nobody sane actually sells through (a deep, gate-camped market passes the same "is this real" test as one at the hub), and bulk selling concentrates at the hub anyway — that's what "hauling to Jita" means. Profit is based on the lower of that hub price and recent trade history, so a stale overpriced listing can't win "best price"; a hub where the product actually traded this week is picked over one that only has a listing, and a hub whose price can't be verified is skipped for the next one. Profit nets out your broker fee and sales tax (Trade settings, top right). Job cost = estimated item value × (build system's cost index + facility tax + 4% SCC surcharge). Assumes you already own a finished blueprint wherever one can be bought outright (ME/TE and invention cost not yet factored in). A blueprint whose materials cost under 2% of what its output sells for is left out as bad data, unless it's built from a copy with a trusted price (contracts with 3+ sellers, an LP-store offer needing no LP, or an LP estimate in a family it's been checked against): then the copy's cost is what the item is worth, and it's charged. A copy priced from only 1–2 sellers or an unverified LP estimate doesn't bring such a row back. Faction items are hidden by default, by "Hide junk & outliers" in the Default preset (the Preset row below); the Faction chip in the Tech row shows only them, unless "Hide BPC-only" is on (Filter > Suggested, and in the Clean preset): Faction blueprints only exist as copies, so it leaves every Faction item out, and the page says so. The Default preset also hides niche categories a normal builder neither builds nor sells: filaments, Condenser Packs, sovereignty and starbase structures (Infrastructure Upgrades, Control Towers), superweapons, Standup structure equipment and fighters ("Hide niche categories", Filter > Suggested; the Filter chip ends the Preset row and reads Custom when no preset matches), and the Triglavian and EDENCOM lines, which CCP doesn't tag Faction: to see one, turn "Hide Triglavian" or "Hide EDENCOM" off (Filter > Suggested). The Clean preset is Default with "Hide BPC-only" and "Hide LP-store items" on.

    Shift+click a column header to add it as a secondary sort key.

    Product Suggested qty Sell at Listing price Sell volume Daily volume Turnover/hr Material cost BPC cost Profit/run Margin % Profit/day (capped) Risk Score Add

    Station trading margins at a hub station

    Hub:
    How this works

    Use it. Post a buy order just above the best bid and a sell order just below the best ask at the hub station: rows rank by ISK/day, after broker fee and sales tax. No hauling.

    How it is priced

    Buy with a buy order one price tick above the best bid, sell with a sell order one tick below the best ask — at the hub's trade station, no hauling. Prices are limited to 4 significant digits, so a tick is 0.01 ISK only on cheap items (100 ISK at 490,000). Profit is at your posted prices, net of your broker fee (both orders) and sales tax (Trade settings, top right). Only items whose best bid and ask both sit within 30% of the median price they actually traded at over the last week are shown: EVE's order book leaves out sell orders in player structures, so an item whose real market lives in a nearby citadel can otherwise show a stale "spread" nobody fills. NPC-seeded orders (parked filler) are excluded. In the filters below, the Category row picks kinds of item (Ships + Modules is both) and the Tech row narrows them by tech level (Ships + T2 is T2 ships).

    Shift+click a column header to add it as a secondary sort key.

    Daily volume is this station's own, not the region's: our 10-minute market readings of its order book over the last 7 full days (UTC, up to the last 00:00) show how many units a day sellers sold into buy orders there and buyers took from sell orders there. Only fills we can prove count: an order that vanished without a sign it traded counts nothing, an order pulled while a better-priced one at the station sat through the interval counts as cancelled, and an order placed and filled between two market readings isn't seen, so the figure errs low. A day's fills are scaled to 24 hours by how much of it our market readings actually covered; a day covered for under 12 hours is left out, and with 3 full days or fewer every one counts, none dropped. Today joins once it's over: a full day arrives after each 00:00 UTC. A hub with fewer than 2 full days of market readings in the last 7 falls back to CCP's figure, marked "CCP figure".

    Item Station Best bid Best ask Median trade Profit/unit Margin % Daily volume ISK/day (capped) Turnover/​day Competing asks Competing bids Risk Score Add

    Snipes underpriced sell orders

    Region: Risk:
    How this works

    Use it. Buy an underpriced sell order and relist it at the region's hub: rows rank by profit after haul, on the units you could resell in a week.

    How it is priced

    Single sell orders listed well below what the item actually sells for — buy them and relist at the region's hub. Potential profit nets out your broker fee and sales tax (Trade settings, top right) and assumes you can resell at most a week's worth of the region's trading volume, shared with every cheaper listing of the item in the region (buyers take those first). Profit after haul then takes off getting those resellable units to the hub station with your Hauling choice (Trade settings): their m³ over the highsec jumps from the order's system, one courier contract or self-haul trip — more when they outgrow one (a courier's contract size, or with Self-haul or Ignore hauling cost your own Cargo hold per trip), or when what you paid for them is over your Max cargo value, though never more than one per unit. A self-haul trip is flown there and back, so it costs twice its jumps × your ISK per jump flown. Anywhere in the hub system is free. NPC-seeded orders (parked filler, not a real mistake) are excluded. In the filters below, the Category row picks kinds of item (Ships + Modules is both) and the Tech row narrows them by tech level (Ships + T2 is T2 ships). All filters apply before the list is cut to the top 500 by profit after haul.

    Item Location Price Units Typical price Discount % Resellable Haul Profit after haul ISK / day held Per capital-day Risk Sell-now floor Add

    Reprocess or sell?

    Region:
    How this works

    Items listed for less than the minerals and other materials they reprocess into: buy them, haul them to the region's hub, reprocess, sell the outputs there. Outputs come straight from CCP's reprocessing table (the SDE's type materials): a Tech II module gives back part of what it was built from — its T2 components (e.g. Tungsten Carbide Armor Plate) and Morphite, besides the minerals. Outputs are priced off the hub station's own order book, not the region as a whole — a region-wide buy order can sit at some low-traffic station with a station-only range that makes it literally unfillable from anywhere else. Output beyond what Sell outputs to takes, and any output with no usable price, is valued at zero (⚠), so estimates err low. Each material's yield is floored to a whole unit before pricing — a batch with only 1-2 units of some by-product won't credit fractional ISK for material you'd never actually receive. Compressed Gas is excluded — the SDE lists nominal reprocessing materials for it, but it can't actually be reprocessed in-game. In the filters below, the Category row picks kinds of item (Ships + Modules is both) and the Tech row narrows them by tech level (Ships + T2 is T2 ships).

    Item Location Buy price Reprocess value Profit/unit Margin % Units Total profit Outputs (per batch) Order

    LP store what your loyalty points are worth

    Unvalued rows
    Sell at:
    How this works

    Use it. Pick an offer by ISK/LP: what each loyalty point turns into once you redeem it and sell the result, after broker fee and sales tax. A store's LP value is the rate an active earner still gets from it.

    How it is priced

    ISK/LP = (what the offer's item sells for − its ISK cost − the required items) ÷ its LP cost, at current prices — how much ISK each loyalty point turns into if you redeem it for that offer and sell the result. Items are valued at the chosen hub's own station order book (Value at, above), net of your broker fee and sales tax (Trade settings, top right); required items at the cheapest hub price recent trades back up. A blueprint copy is valued at what that BPC goes for on public contracts — the 25th-percentile asking price per run in the 5 hub regions, times the copy's runs — and not valued when nobody lists one (Unvalued rows). ISK/LP doesn't say how much of an offer the market takes, so each item offer also shows its pace at Production's Market share % of its hub's daily volume (on Buy order too: one best bid rarely takes a whole offer). Build ISK/LP is the other way to cash out a blueprint copy: redeem it and build from it. It borrows Trade settings' Build system, and Production's Near hub, Max jumps, Facility tax %, Market share % and Min. sell volume, read from the Production page as they are now (they aren't saved, so after a reload they're Production's defaults); the line above the table says which were used. Manufacturing only. Offers are fetched from CCP once a week; prices are live. Contract prices from CCP's public contracts, read once a week.

    A store's LP value is the rate an active earner of LP per day (100,000 by default; change it in the LP per day field) still gets from it once the better offers are used up: its liquid offers, those with an ISK/LP above 0 (valued at a hub trading Min. daily volume, required items priced) and an LP/day above 0, lined up best ISK/LP first with their LP/day added up — the ISK/LP of the offer at which that sum first reaches the LP per day.

    Item LP store Qty LP cost ISK cost Required items Sell at Value Daily volume ISK/LP LP/day ISK/day Net ISK vs LP value Build ISK/LP Add

    Agents where to earn LP

    Region: Level: Agent type: Division: Security: Near hub:
    LP per day: Assumed, not CCP data: set your own.
    How this works

    Where it pays to earn LP: the mission agents in the regions you pick, and the LP stores their LP is spent at. The agents come from CCP's static data: every agent at an NPC station that a stargate route from a hub reaches. Level, Division and Security narrow every table, Security by the agent's station's system as the game shows it.

    Lookup: the Agents table comes first, the highest level first and then the nearest the Near hub, with each agent's faction (its corporation's; No faction where none is known) and, where the lit chips are more than one kind of agent, its type. Under it, By faction (closed until you open it) has one row per faction: its corporations with these agents here, L1–L5, Divisions, Stations with "+N stations" listing them nearest first, Near hub with the agent to go to, and NPC kills a day; the most L5 agents first, then L4 and down, then the most agents.

    LP store families here: one row per LP store with agents in the picked regions. Corporations that sell one and the same inventory are one store family, as the LP store page groups them: each corporation's LP is its own, but it buys the same offers, so the family has one LP value. A corporation whose inventory is its own is a row of its own. Rows are alternatives, not a sum: LP earned at one corporation is spent only at its own store, and rows that sell the same offers draw on the same market, so their ISK/day cannot all be earned at once. The figures assume one agent and one mission at a time at that LP a day.

    Agents: each agent, the highest level first, then by Robust ISK/day at the agent's own level.

    NPC kills a day stand in for how busy missions and ratting are: CCP's hourly count of NPCs killed in each system, anomalies and incursions included. For an agent, its system's; for a family, the sum over its agents' systems; for a region, over its highsec systems. CCP gives only the latest hour, so the rate is over the hours stored so far, up to a week; the line under the controls says how many that is.

    LP store families here

    Store family LP value ISK/day Robust ISK/day Best item Best profit Agents L1 L2 L3 L4 L5 Divisions Stations Near hub NPC kills/day

    Agents

    Map of the agents

    highseclowsecnullsecsize: agents in the system◊ the hubs the distances are counted from

    Agent LP store Level Division Station System Sec Region NPC kills/day Near hub LP value ISK/day Robust ISK/day

    Reactions best opportunities

    Near hub:
    Sell at:
    How this works

    Reaction formulas turn moon materials, gas and intermediates into the components T2, T3 and booster production needs. Same economics as Production: inputs at the cheapest price in any tracked hub (the 5 hub stations' own sell orders — an input listed only elsewhere leaves its formula out), job cost = the inputs' estimated value × (reaction system's cost index + facility tax + 4% SCC surcharge), and nets out your broker fee and sales tax (Trade settings, top right). Listing price and Profit are priced off the hub's own station order book (Sell at, above — All searches all 5), not the region as a whole, since bulk selling concentrates at the hub — a region-wide search can otherwise pick up a genuinely deep market sitting somewhere impractical to actually sell through. A hub where the product actually traded this week is picked over one that only has a listing; a hub whose price can't be verified by trade history or CCP's global average is skipped, and a product with no verifiable price at any hub is left out. Assumes you own the formula.

    Product Suggested qty Sell at Listing price Turnover/hr Input cost Profit/run Margin % Profit/day (capped) Risk Add

    Build systems where to build

    Cheapest for: Security: Region:
    Near hub:
    How this works

    Use it. Pick an activity: systems rank cheapest first by effective % (index plus taxes). Pick a job to rank by what building it costs.

    How it is ranked

    Every system's current industry cost index, per activity, cheapest first for the one you pick — by default only the systems where an NPC station can run it (see Include systems without an NPC Factory). Effective % is the all-in fee for that activity — index + facility tax + the SCC surcharge (2% for ME/TE research, 4% otherwise) — the number a job actually costs, not just the raw index other systems get compared on. Indices rise as more jobs run in a system, so a quiet system next door can be much cheaper than a busy hub. ★ marks the tracked trade hubs. The table opens in the order of Jumps from hub whenever a Near hub is picked, and cheapest first without one; the status line names the order, and a click on Effective % puts the cheapest first. Any other sort puts the cheapest first where it ties too. At most 1,000 systems are loaded at a time, in the order the table opens in (cheapest first, or closest to a Near hub first, cheapest on ties; for Reactions, systems where they're impossible last), so the systems kept are the ones listed first; the status line says when there are more.

    A job (For a job) ranks every system with an NPC Factory by what building the item costs in ISK, instead of by the index alone, and prices the manufacturing job alone. Total = job cost + both hauls, and vs hub compares it with building in the Near hub's own system (no haul at all), green where it's cheaper. "Use as Build system" makes the system Trade settings' Build system, which Production and every other page build with, and reloads Production with it; Production's "Build where?" opens this for that row's product, its suggested runs, Near hub and Facility tax.

    With a Region picked, the line under the strip sums it up: how many of its systems can run the activity (Security applies) and their lowest, median and highest index — with a job, their lowest, median and highest total, and how many of them that's among when some have none. Pick Exordium and it says why it's left out.

    System Region Sec Manufacturing % Reactions % Invention % Copying % TE research % ME research % Effective % NPC facility Jumps from hub Kills/day Route risk Jumps to hubs Add
    Map of the cost index

    bright: in the tabledim: not in the table◊ trade hub

    Optimize scarce inputs to the best product

    Line: Rig kind: Size: Tech: Key / out of stock: Buy at: Sell at: View: Key units / week:
    Blueprint ME: Build system, broker fee and sales tax come from Trade settings; Max jumps, Facility tax % and Market share % are Production's.
    How this works

    Use it. Pick the input you are short of (the key): rows rank by the profit one unit of it turns into. Add the rows, or the plan that spends your stock of the key, to the Notebook.

    How it is priced

    Rigs. Every rig variant with a manufacturing blueprint (the Small, Medium, Large and Capital of each rig) is priced for one run at Blueprint ME and ranked by what one unit of its key material turns into. The key is the input you can only get so much of; for rigs, a salvage component. Material need does not grow in step with price from size to size, so the same stock of a key earns more in one size than another, and T1 rigs sell near the cost of their components, so the key's price decides most of the margin. A rig's blueprint is assumed owned: no copy, invention or research cost.

    T2 modules. The published Tech 2 modules under Ship Equipment, rigs left out, whose blueprint comes out of invention (CCP's static data gives the chance of success). A Tech 2 blueprint can't be bought as an original: each run is built from a copy that invention makes, so the invention is part of every module's cost. Assumed: no decryptor, and the Tech 1 blueprint original is owned. The copy has the runs CCP's data gives it (10 for most modules, 5 or 20 for some). One attempt costs its datacores (priced at the variant's Buy at station's best ask), a one-run copy of the Tech 1 blueprint (a copying job) and the invention job. Both lab jobs run at the build system and are charged as Build systems charges them: 2% of an estimated item value × (that system's index for the activity + Facility tax + 4% SCC), the copy on the Tech 1 module's value, the invention on the Tech 2 module's. Invention per module = the attempt's cost ÷ (chance × the copy's runs × modules a run), added to every module's cost: Profit, Margin %, Yield/key, Profit/key unit, Suggested qty's profit and the Plan all pay it. A Tech 1 module the blueprint needs is one more material, and can be a key. The jobs need a Laboratory as well as a Factory: with Trade settings' Build system empty, the system is auto-picked with both an NPC Factory and an NPC Laboratory within Production's Max jumps (highsec) of the first lit Buy at hub, cheapest by Build systems' combined fee (manufacturing + 0.02 × invention + 0.02 × copying), then the fewest jumps; with none in range, Rigs' Factory-only pick. A system set in Trade settings is always used. The line under the controls names the system, how it was picked and its fees; where it has no NPC Laboratory it says so, and the invention is priced at its indices all the same (a player structure's lab). A variant whose datacores no hub stocks is left out with the others whose materials can't be priced.

    T2 hulls. The published Tech 2 ships whose blueprint comes out of invention, priced like T2 modules: the copy has ME 2 and the runs CCP's data gives it (1 for nearly every hull, so each hull pays a whole invention: the attempt's cost ÷ the chance), the same lab jobs and skills, no decryptor. A hull is built from its Tech 1 hull, Tech 2 construction components (Advanced Capital Construction Components for capitals), Morphite, Construction Blocks and R.A.M.: each is a material bought at the Buy at station's best ask, and can be a key or be out of stock. Building the components yourself is not priced here: the Production page ranks them. Where the Tech 1 blueprint exists only as copies (the Triglavian hulls), each attempt buys a one-run copy at its BPC price a run, as Production prices a copy (the weekly hub contracts, or the LP store's rate), in place of the copying job; a copy with no known price leaves the hull out. Capital hulls are built only where they can be: never in highsec, so with a highsec build system (the auto-pick always is one) the Command Carriers and Lancer Dreadnoughts are left out and named in the line under the controls. With a lowsec or nullsec build system they pass that rule but are still left out, as no hub station lists their Tech 1 carrier or dreadnought and this page prices only at the hub stations. Jump Freighters build at any NPC Factory and are ranked. Supercarriers and titans have no Tech 2 hull. The haul of a hull or its components to the build system is not priced, as on the other lines. Hulls sell slowly: the thin, crowded and falling flags are the same as for modules. Left out: the 27 Tech 2 hulls with no invention in CCP's data (faction, special edition and CONCORD hulls, built from copies that drop or are rewards).

    Prices. Materials are bought at a Buy at hub's own station; a variant with a material no hub stocks is left out. The sell price is the lowest of the Sell at hub station's best ask and the week's median and latest trade in its region (Production's rule), net of broker fee and sales tax (Trade settings). Build system, broker fee and sales tax come from Trade settings; Max jumps, Facility tax % and Market share % are read from Production's fields as they are now (they aren't saved, so after a reload they are Production's defaults). The choices on this page are remembered on this device.

    Figures, per variant for one run. Profit/rig = net revenue − key cost − other materials − job cost. Margin % = profit ÷ all costs. Yield/key unit = (net revenue − other materials − job cost) ÷ key units: what one key unit turns into before the key itself is paid for. Profit/key unit = Yield − the key price. Yield ÷ key price above 1: building beats selling the key at that price. A click on any header sorts by that column alone; Shift+click adds a second key.

    Plan. Under the Plan table: the totals, how much of the profit the best-paying rig makes (amber at half or more: the plan leans on one market), the key units left over and what they are worth at the key price, and the profit per key unit used. Profit already pays for the key at the key price, so a positive total means building beats selling the key.

    Key. The scarce input to make the most of. Auto: each variant's own costliest input (at the Buy at station's prices), so per-key figures then compare units of different materials, and the Plan, which spends a stock of one material, needs a chosen key. A material: THE key for every variant that uses it, also where it is not the costliest input; variants that don't use it are left out (the line under the controls counts them). Light several and each variant's key is the costliest of its inputs among them (each priced at the lowest any lit Buy at hub pays); its name line says which key it has and how many a run, Profit/key unit is per unit of each row's own key, and the line under the controls says so. Auto puts them out, and a material puts Auto out. A key that is no longer a chip under the filter goes out, and with none left it is Auto.

    Key chips and out of stock. A chip cycles on each tap: key (lit), out of stock (red, ✕), then neither, so a material is never both. Red is for when you have run out of one component and want to use up the rest of your stock: it leaves out every variant with that material anywhere in its bill (manufacturing materials and, for T2 modules, datacores and the Tech 1 module too), whether or not it is the costliest. What is left is ranked, charted, planned and added to the Notebook as if the others did not exist. The row holds the inputs carrying the most cost among those at least 3 variants in the filter use (8 on a wide screen, 6 on a phone), with every lit or red one besides; a number is how many variants it is the costliest input of. A chip marked ✕ is never a key and toggles out of stock only. More… holds every other input in two groups, Use as key and Exclude; datacores, Tech 1 modules and hulls and R.A.M. are always there. A red chip stays in the row, so a tap brings its variants back. The set is remembered on this device, one a line.

    Rig Key/​run Net revenue Key cost Other mats Job cost Profit/​rig Margin % Yield/​key Profit/​key Units/​day Competing asks Days to clear Suggested qty Add

    Mining ISK board Which ore pays most per m³, and where do I sell it?

    Show
    Sell to
    How to use this
    1. Read Best now, or sort by any column: every figure is net ISK for one mined m³ at the hub station.
    2. Open a row for every hub and where the type is expected, or follow ISK/h to see what a ship makes from it.
    How the numbers are made

    Every ore, moon ore, ice and gas type that compresses, with what a mined m³ sells for, per m³ mined. Prices are the hub station's own book. Where it is mined comes from curated tables kept in the repository: expected, not live. A belt may be depleted, absent or changed by a patch, and the game's own survey and mining map are the truth.

    Type Best (ISK per m³) Raw (ISK per m³) Compressed (ISK per m³) Reprocessed (ISK per m³) Sells a day (m³)
    Curated tables and what is left out

    Ship loss what losing a hull and its fit costs

    Price at:
    Paste a fit
    Open in Fitting
    How this works

    The hull, every module, charge, drone and cargo item is priced at the hub station's own book: the sell orders are what it costs to buy it all again, the buy orders what it would fetch if sold at once. Insurance is CCP's table (EVE insurance prices, fetched once a day): a tier costs its premium and pays its payout when the ship is destroyed, and the payout follows CCP's base price of the hull, not the market. Net loss is what replacing everything costs, plus the premium, less the payout, for a ship destroyed with all it carries. The cheapest tier is the one with the lowest net loss. Worth it from is the share of your ships that must be lost for the tier to beat no insurance: premium divided by payout, because the premium is spent on every ship and the payout comes only on a loss. Insurance pays nothing when CONCORD destroys the ship or the pilot self-destructs. A typical loss is the average hull, and the average contents of the wreck (items destroyed and dropped, an estimate), of the ships of this class destroyed in the killmail archive over the last two weeks.

    Mining yield Which ship earns most an hour, and from what?

    Skills
    Modules
    Crystal
    Boosts
    Burst
    Sell to
    How to use this
    1. Compare the hulls: each column is what that hull makes an hour from its best ore, moon ore, ice or gas.
    2. Press Show its ores on a hull to list every type it mines below, with the m³ an hour and when its hold fills.
    How the numbers are made

    An estimate, not a reading of the game. For each hull, a standard fit: every turret or high slot a miner of the kind, all low slots but one Mining Laser Upgrade II (up to three) or an Ice Harvester Upgrade II, a Mining Survey Chipset II in a mid slot, and Mining Drone II on every hull with a drone bay. A cycle yields the module's amount times the crystal's multiplier (when a modulated miner fits one that matches the ore), times the hull's skill and role bonuses, the Mining and Astrogeology skills, the upgrades, implants and boosters; cycle time comes from the module, the crystal and the same kind of bonuses. Not modelled: capacitor, fitting resources, range, tank, travel, hauling, the Rorqual's industrial core, rigs, skill requirements of the modules. All the figures come from CCP's dogma data in the last import; the Catalyst critical-success rules are taken from CCP's notes.

    Hulls

    Hull Best ore (ISK/h) Best moon ore (ISK/h) Best ice (ISK/h) Best gas (ISK/h) Hold (m³) Turrets and high slots

    Ores

    Type ISK/h (peak) m³ per hour (peak) Module, crystal, cycle Crits and rock left Hold fills in
    What this assumes

      Your own fit against this model and the dogma engine: Fitting.

      Ice and gas Where is ice or gas worth the trip, and how far is a hub?

      Show
      Space
      Sell to
      How to use this
      1. Read Best now, or sort by Best (ISK per m³) or Nearest hub (jumps) to trade value against distance.
      2. Open a row for every type there, or follow map to see the place and what is expected around it.
      How the numbers are made

      One row per place the curated tables expect ice or gas: an ice system by name, a gas region (or constellation) by the wiki's list, with the type that fetches most there and what a mined m³ of it sells for raw, compressed and reprocessed (the ISK board's figures at the five hubs; gas is not reprocessed). Ice belts respawn and gas clouds deplete, both are not published, and the wiki lists these places from older play: expected, not live. Gas is listed by region, so which system holds the cloud is not in the tables. Nullsec ice has no per-system list; its rules are under the table.

      Where Best (ISK per m³) Raw (ISK per m³) Compressed (ISK per m³) Reprocessed (ISK per m³) Sells a day (m³) Nearest hub (jumps)
      Ice rules without a system list, and sources

      Mining map Where is it worth mining, and is the way safe?

      Layer
      Filters
      Show
      Hull
      Type
      Sell to
      How to use this
      1. Tap a system for its expected ore, ice and gas, danger and access, a route and the ISK board for its types.
      2. Under Filters, a hull, a type or a kind narrows what counts.
      How the numbers are made

      Expected, not live: which ore, ice and gas a system shows comes from curated tables kept in the repository (security band, race quarter, region, star type and the wiki's lists), applied to CCP's belt counts and stars; a belt may be depleted, absent or changed by a later patch, and the game's own mining map is the truth. Value is the ISK board's price of the ungraded type at the best hub that trades it, per m³ mined. Danger is the Mining profile of the route danger grade: losses of barges, exhumers, expedition frigates, the Orca, Porpoise, Venture and Pioneer to any player cause, the newest weighed most (the last 1-2 hours and 6 hours while a live feed is public, the newest stored day and the week otherwise), plus what is hot now (EVE's hourly kills, gate camps); a count says where miners died, not where they will. Access counts stargate jumps; a Thera or Turnur hole is a current connection from EvE-Scout, which comes and goes within hours.

      What is left out, and the sources

      Exploration where to go, what it is worth, how risky

      Show
      How this works

      The map shows leads, not sites: no public source lists the signatures in a system.

      System Opportunity Risk Go
      Statics by class, and the sources

      Site guide which sites exist where, and what they are said to hold

      Kind
      Space
      How this works

      Use it. Find a site by name or kind; each row links its wiki page. No ISK per site: CCP publishes no loot tables.

      Where the data comes from

      The catalogue is a table kept in the repository from the wiki's site pages (relic and data sites, wormhole sites, combat sites, ghost sites, Sleeper caches), each with its source link: expected, not live, and the game is the truth. There is no ISK per site: CCP publishes no loot tables or drop chances, so a value for a site would be invented.

      Site Space Difficulty Loot
      Loot prices at Jita
      What is left out, and the sources

      Today's best top 20 opportunities

      How this works

      The 20 strongest opportunities right now around the hubs you pick, each from its activity's own page with your Trade settings — pick the hubs and the activities with the chips, then add one or all of them to the Notebook. With several hubs every pick names its hub. A pick score is then a percentile among everything its activity returned for the picked hubs together. A pick with a score of 50 or more clears the quality bar on demand, profit and margin; a snipe is exempt, since one underpriced order is the point.

      How picks are chosen and scored

      Hauling, Trading, Snipes and Production are searched with the Default preset, whatever their own pages' filters are set to: junk & outliers, niche categories and the Triglavian and EDENCOM lines are left out (their own pages can show them). Only what a highsec courier can bring to the hub counts: a listing in a lowsec system is never priced as if it sat at the hub. Every pick but a snipe also clears a quality bar, a pick score of 50 or more: the average of its percentiles (0–100, against everything its activity's page returned for the picked hubs) on these. Production and Reactions: demand (Turnover/hr), Profit/day, Margin % and ROI/day (Profit/day over what the batch ties up), with a Margin % of 10 or more besides; Hauling: tradable volume, net profit and ROI per trip (net profit over what it ties up) for a single item, trip 1's net profit and ROI per trip for a whole hold, with an ROI of 1% a trip or more besides; Trading: margin, the station's own daily volume and few competing orders (its ROI/day is its margin again, so it's shown but not scored). Snipes are exempt: a snipe is one underpriced order, and how far under is the point. Among what passes, the order is still by ISK — ISK/day or ISK per trip, what you earn — and an activity with few good picks shows few rather than lowering the bar. Each pick's line ends with its margin, daily volume, return on the capital it needs; the pick score and the risk grade have columns of their own, and the Risk, Score and Profit headers sort the list; a trade gives the station's two sides instead of a daily volume, and flags a side that fills far less than the region's volume would suggest, a volume held to half CCP's ("volume ≤ ½ CCP"), or a trade sized on CCP's volume for want of our own market readings ("CCP figure"). Each pick shows the ISK it ties up ("needs ~X" — hover it for what's counted) and warns when its route passes a gank hotspot.

      The activities in detail. Hauling. whole holds (your hold per trip, Trade settings) from a picked hub to each other hub — a round trip bringing return cargo home, or one-way when nothing pays to bring back — valued per trip with how many trips in a row still pay (Arbitrage's Routes view; its "+ Notebook" adds trip 1's lines), and single items bought in a picked hub's region and sold at another hub (Arbitrage's Items view), net of hauling. Trading. station trades at a picked hub's station, by ISK/day, sized to a day's share (Station trading's Market share %) of what the hub station's own book turns over — the slower of what sellers sell into its buy orders and buyers take from its sell orders, each a mean of the full days our market readings covered in the last 7, its busiest day left out once there are 4 or more — not of the region's volume; a trade whose share comes to under one unit a day isn't a pick. Snipes. practical underpriced orders in a picked hub's region making 1M+ net of hauling them to its hub (a lowsec pickup, whose haul can't be priced, is left out). Production and Reactions. built near the (first) picked hub and sold at a picked hub, with real demand, a solid BPC price where one is needed, spread across product groups (one each while that fills the list), by Profit/day. PLEX desk. the PLEX page's actions whose rule beat holding in its backtest after fees (at least 5 trades at 90 days, a mean above 0 and above the same trade on any day), worth the backtest's mean over 90 days times what the action ties up, and Core trend insurance only while it is in and beats holding PLEX and the Large Skill Injector 50/50 after costs; its bar is the backtest, not a pick score, and it is speculation from historical patterns, not advice. With one hub picked it reads that hub's injector market, with several the five hubs combined.

      Notebook your to-do and shopping list

      How this works

      A to-do and shopping list you fill while you browse. Click "+ Notebook" on a line worth acting on in any table — it becomes a task with a kind (buy, sell, haul, build, react, LP buy or other), the item, how many, where, at what price and how much ISK, with every value the row showed kept beneath and a link back to the page it came from — or take ready-made picks from Today's best. Edit a task's kind, place, units and ISK, add a note, tick it off. Tasks are grouped by place (with a kind inside) or by kind, each group with its ISK total: what is still to spend, to receive and the profit the pages showed; a task with no ISK figure is counted apart and marked "+", so a total is never read as complete. The Route lists the stations to buy at in an order that keeps the highsec jumps between the trade hubs short, then where to sell or deliver; stations that are not trade hubs follow in the order added. Production/Reactions lines are industry jobs: each one takes one slot however many runs it has (a job's runs go one after another in the same slot) — except a batch built from blueprint copies, one job per copy — and Repeat ×2 means the batch twice — so tasks still to do (unchecked) count toward the Industry slots readout below (jobs / slots) against the slots you've set in Trade settings. The list is kept in this browser only.

      Add a task by hand

      Capsuleer Your characters and corporations

      How this works

      This category shows your own data: wallet, market orders, industry jobs, assets, skills and corporation data, read from EVE's ESI with your consent. ESI keeps only 30 to 90 days of most of it; the site stores what it reads, so the history is kept beyond that.

      It is read-only. Nothing here places, changes or cancels an order, and a button that opens a window in the game client does so only when you click it.

      Characters

      Corporations

      Pages

      Cockpit Your characters at a glance

      Loading…

      Orders Your market orders against the book

      How this works

      Every open sell and buy order of the pilot (and the corporation, where its orders are read) is compared with the other orders on the same item, side and station in our order snapshot, taken every 10 minutes. The price to beat is one price step better than the best rival. A relist costs the relist share of the broker fee on the new value of the units left; fees follow the pilot's skills and standings. Days of volume is how long CCP's daily volume of the item takes to clear the units in front of an order and the order itself: a floor, not a forecast.

      Nothing on this page places, changes or cancels an order. "Open market" shows the item in the game client's market window; "Notebook" saves a relist task.

      Loading…

      Ledger Profit and loss from your stored wallet

      Loading…

      How the numbers are made

      The site keeps your wallet journal and market transactions beyond ESI's 30 days, so a window reaches as far back as the site has been reading your character. Trading profit is first in, first out: a sale uses up the oldest units bought of that item, and its profit is its proceeds less what those units cost. Sales tax is shared over the day's sales by proceeds and broker fees go to the item and station of their order when the order is stored; only the matched share of the tax counts against the profit.

      The activity table is cash: every journal entry of the window under the activity it belongs to, so its rows add up to the wallet's change. Buying stock is cash out and selling it cash in; the trading profit above says what the sales earned.

      Industry Jobs, slots and blueprints of your pilot and corporation

      Loading…

      Assets What you hold, where it sits and where to sell it

      Unchanged
      Min. value
      Route
      How this works

      Every stack you hold (an item type at one station or structure; items in ships and containers count where the ship or container sits) is valued at the Jita best bid, the price the Cockpit's net worth uses, with the best ask beside it. Where to sell compares the five trade hubs, each at its own station: selling to the best bid takes the sales tax, listing at the best ask takes the sales tax and the broker fee, both from your skills and standings (Trade settings' fees when your skills are not read). Blueprints are never priced.

      Loading…

      Contracts Item exchanges, couriers and auctions of your pilot and corporation

      How this works

      Your pilot's and your corporation's contracts, with open ones first. Items are valued at the Jita best bid, the valuation the Cockpit uses, with the best ask beside it. For an item exchange or auction, what the issuer asks (the price, or an auction's buyout, plus any items it wants in return) is set against the value of the items it gives.

      Loading…

      Planets Colonies, extractor timers, factory chains and storage of your pilot

      Show
      How this works

      Every colony the pilot has, read pin by pin. An extractor control unit runs a program until its expiry; then it stops, and the colony makes nothing from it until the pilot restarts it in the client. The extractor alert rules send the same warning to Discord or EVE mail, and can warn a number of hours ahead. Output per day is nominal. Goods are valued at the Jita best bid, the price the Cockpit's net worth uses.

      Loading…

      Mining Your mining ledger by day, system and ore, as mined and reprocessed

      Window
      Sell minerals
      How this works

      Your personal mining ledger from ESI, one record per day, system and ore. As mined values the ore at the Jita best bid, the valuation the Cockpit uses. Reprocessed follows the Reprocess page: whole batches of 100 units, each mineral floored to a whole unit at your yield, the minerals priced at the Jita hub station and no more of one than that book takes, the reprocessing tax and then sales tax (and the broker fee when listing) taken off; the per-unit value is the average over the whole batches of the window, and a few units short of a batch earn nothing. Fees come from your skills and standings when they are read, else from Trade settings.

      Loading…

      LP & skills Loyalty points at their best offers, and skills worth training

      Loading…

      Corp The corporation's economy

      Loading…

      How the numbers are made

      Everything here is the corporation's own data, read from ESI with the roles of the character you are logged in as. Each part says which corporation role reads it; a part your character cannot read says so and stays empty. Wallet flows are the corporation wallet journal (ESI keeps 30 days, the site keeps what it reads). Income and spending is every journal entry of the window under the kind it belongs to. Profit and loss is the Ledger's first in, first out over the corporation's own market transactions.

      Moon ore is valued at the Jita 4-4 best bid. Member data is aggregated: counts and ISK, with the per-member ore table only for roles that already read the observers.

      Automation Watchers, alerts and reports for your pilots

      How this works

      A watcher looks at your stored data after every read from ESI (every 15 minutes) and raises an alert once per thing and state: an order repriced, a structure refuelled or a job delivered starts a new alert. Alerts are kept here and sent to the channels the watcher names. A watcher's quiet hours hold its messages back until they end; the alert is still kept at once. Times are UTC, the game's clock.

      Reports are daily or weekly digests of a pilot or of the pilot's corporation. The figures are worked out on the server from the same stored data as the Cockpit; a report sends once per period, on the channels you choose.

      Loading…

      What Out of Pod will never do

      • Place, change or cancel an order or a contract. ESI has no route for it, and nothing here drives the game client to do it. An undercut alert tells you the price to beat; you relist yourself.
      • Automate the client. No macros, no input automation, no timers that act in the game. A window or a waypoint opens only when you press its button.
      • Message anyone but you. EVE mail goes only from your character to itself, as a digest, a few a day. Nothing is sent about other players.

      CCP's rules this follows:

      Fight calendar upcoming and running PvP, soonest first

      Kind
      Region
      How this works

      Use it. PvP running now first, then what starts in the next week; times are EVE time. route › and War room › open the system.

      How the list is built

      One list of PvP that is running or has a stored start, from data this site already keeps; nothing is predicted. Live now comes first, newest start first; then what starts in the next 24 hours and later in the week, soonest first; then incursions that ended in the last day. Times are EVE time (UTC), the countdown is to the start. route › opens the Route planner to the system; War room › opens the War room. A war sits at its defender's headquarters system, or the aggressor's when the defender has none; a war with neither has no route link. The strip above the list (desktop) plots what has a start time in the next seven days; tap a mark to find its entry.

      Hotspot radar where fighting is now

      Window
      Kind
      How this works

      Where players are killing each other, ranked by the ships lost in the window. It reads the same stored kill classes as the Route planner's danger grade, the other way round: a hauler avoids these systems, a hunter looks for them. Each loss has a cause (killmail positions and attackers). Losses to NPCs only and the ganker's own ship are left out; capsules are not counted as losses. The burst on the map is yellow from 4, 8 or 12 losses (1 h, 6 h, 24 h) and magenta from 10, 20 or 30. Sources: while the live feed is public, the 1 h and 6 h windows come from zKillboard's live feed (counts only; the page says how old it is) and 24 h from the same feed plus the archive; otherwise 1 h and 6 h are EVE's hourly kill counts of all ships (unclassified, so no kind or gang size, and highsec is left out) and 24 h is the killmail archive's newest day.

      System Losses Kind Gang size Go

      Fitting build a ship's fit and see what it does

      How this works

      Pick a hull, then add modules from the list: a tap fits a module in the first free slot of its kind, a drag from the list drops it in a chosen slot. Tap a fitted module to step it through offline, online, active and overload; press and hold, or right-click, for its menu. The numbers come from EVEShipFit's dogma engine running in this browser with CCP's static data, every skill at V (or at IV, from the toolbar) and the implants and boosters you add, no fleet boosts. Drones fly as the bandwidth allows, fighters sit in the carrier's tubes, a Tech III cruiser takes its four subsystems first and a tactical destroyer a mode, and Damage in the toolbar measures the tank against one damage type, a pirate faction or a mix of your own; the page loads the engine once and keeps it. A fit is kept in this browser as you build it; copy it as text or a link to share it. "What it meets" sends the fit to the server for the questions that need prices: what losing it costs, what it takes to gank, how it tanks against each pirate faction, and, for a mining fit, how the Yield page's model compares.

      FW economics what a militia's LP is worth and who holds the front

      LP store › War room › Route planner ›
      How this works

      Use it. One card per militia: LP value, best store offers and systems under contest. The plexing figure is an estimate, not data.

      What the figures mean

      One block per warzone, one card per militia. Systems held and the contest of each system are EVE's faction warfare systems answer as the site stores it, one market reading a day or more; the change figures compare with the same stored day 7 and 30 days back. Contested is the victory points against the threshold as EVE reports them; vulnerable means the threshold is met. LP value is what one loyalty point of the militia's store fetches at current market prices: the store's marginal ISK per LP for a pilot earning 100,000 LP a day, the LP store page's own figure. Best offers are that store's items by ISK per LP at the hubs' order books, the offers that sell within a week first. The plexing figure is an estimate and not data: EVE does not give what a complex pays, so it assumes a pilot clearing complexes alone earns 15,000 to 30,000 LP an hour, small complexes to large, and prices that LP at the store's LP value, before tags, travel, ships lost and fees. Flips are occupier changes between two stored days; before the site's own rollup began the history is EVE Ref's capture of the same answer, one market reading a day, so a system that changed hands and back inside a day is not seen there. Militia counts of pilots, kills and victory points are CCP's own.

      Battle reports fights from the killmail archive, newest first

      War room ›
      Period
      Size
      Region
      How this works

      A battle is a run of kills in one solar system with less than 30 minutes between one kill and the next, kept when it has at least 10 kills or 1 billion ISK of hulls lost. It comes from the daily killmail files of EVE Ref, read once a night, so the newest battles are those of yesterday and earlier; a battle that runs past midnight (UTC) is two stored runs, joined here. ISK is an estimate: hulls and the items that could be priced at The Forge's average of the day, not zKillboard's or CCP's figure. Sides are not declared in a killmail, so they are inferred from who killed whom: the party with most kills and losses is Side A, a party that mostly shot Side A's parties is Side B, and the other way round; a party that shot both sides alike (or only lost to NPCs) is listed apart as Other. A party is an alliance, or a corporation when the pilot has none; names come from EVE and are shown for alliances and corporations only. No pilot is stored or shown: the counts of pilots are distinct characters seen in the battle, per party. The ship classes are the ship groups of the hulls lost (capsules apart). Battles stored before the sides were recorded show the five most lost groups and no sides until the archive's days are read again. A battle of a war links to that war's report in the War room.

      War economy what is burnt, against what is listed

      Burnt
      Lost in
      How this works

      Burnt is what the killmail archive says was destroyed in the last 7 days it holds, in the regions picked: hulls lost, or modules, charges and drones destroyed (items that dropped for the winner are not burnt). Listed is the units for sale within 5% of the best ask at the hub's trade station, from the daily market data. ISK burnt is an estimate: hulls at their day's average price, items at the lowest ask or CCP's average price.

      Item Class Burnt ISK burnt Listed Burnt / listed Days of stock Price Order

      Doctrine pulse what is being flown, by what is lost

      Lost in
      Ships
      Region
      How this works

      Every ship loss in the killmail archive is filed by its hull and the module that occurs most often in each of its high, mid and low racks; losses that share all four are one fit family. The table lists the families with the most losses in the last 7 days stored, in the regions picked or in one war. Losses alone in their family on a day, and ships lost with nothing fitted, are not listed, but they count in the hull's total shown under Lost. Nothing about pilots, corporations or single losses is kept.

      Hull Lost Dominant modules Cost Open

      How risk is graded low, medium or high, from named factors

      Loading…

      Account your pilots, plan and payments

      Loading…

      About what this site is, where its data comes from, what it stores

      What Out of Pod is

      Out of Pod is a market and industry tool for EVE Online: prices, trade routes, production and reaction margins, LP stores, agents, wormhole shortcuts and a newsroom written by scripts from the data below. It is a third-party tool built on CCP's public data (ESI and the Static Data Export), with a few outside sources named under Outside CCP.

      It is not made, endorsed or supported by Fenris Creations (formerly CCP Games). It does not log in to your character, does not automate anything, sends no input to the game client and places no orders. It only shows numbers; you do the trading in the game.

      Run by .

      Where the data comes from

      Show the sources
      Market orders
      ESI, the five hub regions every 10 minutes, just after ESI rebuilds its order books; the regions under More regions about every 45 minutes. Each page says how old its market data is.
      Trade history
      ESI's daily market history: CCP publishes the day just after the 11:00 UTC downtime; the site fetches it every 2 hours from 11:20 UTC.
      Items, blueprints, systems
      CCP's Static Data Export. The site checks for a new build daily and imports it only when there is one.
      LP stores and blueprint-copy prices
      ESI's loyalty stores and public contracts in the five hub regions, refreshed weekly, after Tuesday's downtime.
      Sovereignty, incursions, system kills, faction warfare
      ESI, read by the order sync; faction warfare every 6 hours. Totals and changes are kept, not raw lists.
      News
      Written by scripts from the data here and CCP's patch-notes feed, read every half hour to every six hours. No model writes it.

      Outside CCP

      Killmails
      EVE Ref's daily killmail files, folded into counts each night (02:30 UTC). Only totals are kept and shown, never single killmails or pilots.
      Wormhole shortcuts
      EVE-Scout's public list of the Thera and Turnur connections, every 10 minutes. CCP publishes no wormhole data.
      Faction warfare check
      EVE Ref's daily capture of the faction warfare systems, a second source that marks a faction warfare story Confirmed.
      Older history
      EVE Ref's archives, loaded by hand once for days ESI no longer returns (market history, PLEX, kills, sovereignty, incursions, faction warfare). Nothing fetches them on a schedule.
      SKINR market
      EVE Ref's scrape of CCP's SKINR market, loaded by hand when the page is updated; the page shows its date.
      Fitting
      The ship numbers come from the open-source dogma engine of EveShipFit (MIT licence), run in your browser. The combat figures are checked against Pyfa, the community fitting tool, which also inspired several of the page's tools. Thanks to both projects.

      How to read the figures

      Prices and margins are worked out from the market readings above, which are minutes to days old, with the fees, taxes and skills you set. A figure marked as an estimate rests on an assumption its label or tip names. Check the order in the game before you trade.

      Privacy and what is stored

      There are no accounts and no sign-in. The site sets no cookies and runs no analytics or advertising. The server stores market and world data only: orders, trade history, news, and counts of kills, sovereignty and faction warfare. It holds nothing about a pilot or a visitor.

      Like any web server, it keeps standard access logs (your IP address, the time and the page requested). Your browser contacts Google Fonts for the page font and CCP's image server for item icons.

      Your choices (trade settings, chosen hubs and regions, filters, chart ranges, the notebook's tasks) are kept in your browser's localStorage, on your device only. They are never sent to the server; clearing the site's data in your browser removes them.

      Contact

      Questions, corrections and bug reports: .

      Support the site

      The site is free to use. Donations are voluntary and only cover running costs: the server and the domain. They buy no features and no priority.

      Running cost: .

      • ISK Send ISK in game to the character .
      • Money

      CCP's notice