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EVE The Market Categories2

Deployable Equipment

There are three types of containers: Standard, Secure and Station. Standard aren't password protected, whereas Secure can be protected with a password. Station containers are too big for ships to be transported and remain in stations as their name indicates.
Warp Disruption Fields prevent any ship that is within their range from warping, if the fields are launched into space.

Electronic Warfare

In this category you will find Electronic Counter Measures in the varieties Multi-Frequency, LADAR, RADAR, Gravimetric, Magnometric and ECM Bursts, which are the area version - so they don't require a target lock but rather break the lock of any ship in range. The countermeasure to ECM is ECCM with the corresponding varieties and Projected ECCM, which can be used on another ship.
Remote Sensor Dampeners reduce the targeting range and speed of another ship, Target Painters make them easier to be hit by turrets and Tracking Disruptors make it harder for another ship to hit.
Stasis Webifiers slow down another ship and Warp Jammers prevent it from warping away. Countermeasures for these modules can be found in other categories, mainly the Electronics and Sensor Upgrades Section and in the case of Tracking Disruptors in Turrets & Bays. Only Webifiers and Target Painters can't be countered.

Electronics and Sensor Upgrades

In this section you find the Scanners, which can be Cargo Scanners to see what the cargohold of another ship contains, Ship Scanners, which show you the fitting of another ship and Asteroid Scanners which give you details on the composition of asteroids. There are also the Scan Probe Launchers, Analyzers to search ruins and code Breakers for hacking.
The next category in this section are the modules that improve or alter your targeting systems. Automated Targeting Systems target any hostile ship within range and give a bonus to the maximum amount of targets and Passive Targeting Systems let you target a ship without this showing up on the overview. Sensor Boosters, Signal Amplifiers and Remote Sensor Boosters all increase the targeting range and speed of a ship. The difference is that Sensor Boosters are active modules but are more effective than the passive Signal Amplifiers. Remote Sensor Boosters support another ship but don't benefit the ship that has it fitted.
Further, you will find CPU Upgrades, which improve the CPU on a ship and therefore help with fitting. Tractor Beams which let you pull wrecks or cargo containers towards you at a higher speed than you would normally approach them at and lastly the Cloaking Devices. These modules hide your ship so that it doesn't show up on the overview, scanner or in space.

Engineering Equipment

This category contains modules that deal with capacitor and powergrid. To improve the recharge rate of capacitors there are Capacitor Power Relays, Capacitor Flux Coils and Capacitor Rechargers available. Capacitor Batteries increase the amount of energy the capacitor can hold and Capacitor Boosters get used with Cap Booster charges to inject energy into the capacitor.
To take away capacitor from another ship you can use Energy Vampires (Nosferatu), which add the energy to your own ship and Energy Destabilizers, which simply take away energy but don't add it to your own ship. To transfer capacitor to another ship one must use the Energy Transfer Arrays.
Auxiliary Power Controls, Reactor Control Units and Power Diagnostic Systems help with the powergrid of a ship, the latter also slightly improve the capacitor.

Hull & Armor

There are three types of modules in this category concerning armor: Those that increase the amount of hitpoints (Armor Plates), those that repair damage done, which are Armor Repair Systems and Remote Repair Systems, which repair the armor of another ship. The third category for armor is that of the resistances. Here you find Armor Hardeners (active modules), Resistance Plating and Energized Plating. Energized Plating requires CPU but also has higher resistances than Resistance Plating.
For hull there are Hull Repair Systems, which repair damage done to the structure, whereas Hull Upgrades have Expanded Cargos, which increase the size of the cargohold, Nanofiber Internal Structures increasing the agility of a ship at the expense of its hull strength as well as their counterparts Reinforced Bulkheads which decrease agility but increase hull strength.
Lastly, Damage Controls, which increase the resistances on shield, armor and hull in moderate amount.

Propulsion

In this category are Afterburners and Microwarprives, which both increase the velocity of a ship. Afterburners are less effective than Microwarpdrives, but they consume considerably less capacitor and don't increase ships signature radius.
Propulsion Upgrades are Overdrive Injectors, which also increase velocity but are passive modules, Intertia Stabilizers which make the ship more manageable by reducing mass and inertia and lastly Warp Core Stabilizers, which are a countermeasure to Warp Jammers but cut down on the targeting range.

Shield

Shield has Shield Extenders, which increase the hitpoints of the shields; Shield Boosters, which heal the shields in exchange for capacitor and those modules that increase the recharge rate, namely Shield Flux Coils, Shield Power Relays and Shield Rechargers. There are also two versions of modules that increase the resistances. Those are Shield Hardeners and their passive counterparts Shield Resistance Amplifiers. As with armor there are modules that let you heal the shields of another ship. Those are called Shield Transporters.