EVE The Market Categories3
Smartbombs
Smartbombs do an area damage without a target lock, which means they hit anything that is in range - regardless of friend, foe or object. They use a lot of capacitor though and are not safe to use in empire space due to a high chance of attacking neutral pilots and causing CONCORD intervention.
Turrets & Bays
Here we have Hybrid Turrets, Energy Turrets, Projectile Turrets and Missile Launchers in different sizes and variations. In the Weapon Upgrades section you can find supporting modules for turrets and launchers. For Missile Launchers you can buy Ballistic Control Systems, for Energy Turrets Heat Sinks, for Projectile Turrets Magnetic Field Stabilizers and for Projectile Turrets Gyrostabilizers. Tracking Enhancers and Tracking Computers benefit any turrets and serve as a countermeasure to Tracking Disruptors. Tracking Links let you enhance the tracking abilities of another ship. All three tracking modules influence the range and tracking abilities of turrets, which means they can hit better and farther.
Turrets & Bays also contains the Mining Lasers and Mining Upgrades, which are modules that can be fitted to support Mining Lasers and thereby give a better yield.
Doomsday Devices are used on Titans and cause huge area damage when activated. They are by far the most powerful weapons in universe.
Civilian Modules
Civilian Modules are the weakest modules in game but very affordable and don't require any skill training. This makes them perfect for new players who still have to level skills and earn ISK.
Gang Assist Modules
Gang Assist Modules can be fitted on some ships and give bonuses to different aspects, which benefit the entire gang.
Ship Modification
Ship Modifications or rigs as they are called, are "implants for your ship", which means they get plugged in and benefit the ship, but can't be taken out without being destroyed, which can happen either by repackaging the ship, having it killed or destroying the rigs. Many rigs have significant drawbacks though.
Armor Rigs improve different aspects dealing with armor, but have a decreased velocity as a result. Astronautic Rigs help with velocity, agility or cargo hold, but weaken the armor. Drone Rigs support drones but decrease the ship's CPU, whereas some Electronics Rigs increase the CPU. Others in this category help with scanning, probing, hacking and ECM. Electronics Superiority Rigs improve aspects of electronic warfare at the expense of weakened shields and Energy Grid Rigs improve the capacitor without a drawback.
There are rigs for Missile Launchers, Energy Weapons, Projectile Weapons and Hybrid Weapons. The turret rigs have an increased need of powergrid as a drawback, Missile Launcher Rigs an increased CPU requirement. Shield Rigs help with shield tanking, but increase the signature radius of a ship.
Ships
On the market ships are sorted alphabetically. However, in this guide they will be sorted according to size and/or purpose.
Frigate sized
In this category there are the T1 frigates and their T2 variations Covert Ops, Interceptor and Assault Ship
Frigates are usually the ships that new players get first after their rookie ship. They give different bonuses or have different attributes, which means that there are mining frigates, combat frigates, frigates that have a high velocity and those that have a bigger cargo hold. However, a frigate is not just a ship for new players.
Covert Ops are T2 frigates which can fit the best covert ops cloak module. This way, they can warp while cloaked and hide their ship from the overview and scanner. This prevents them from being seen in space as well. They are very useful for scouting purposes, amongst others.
Interceptors are very fast T2 frigates that are used for "tackling", which means they pin down a ship with Warp Jammers and Webifiers so that other ships can kill them.
Assault Ships are a T2 variation of Frigates that have more resistances and deal more damage than T1 frigates. They are used for tackling and for group fights, in which they can be a serious threat to bigger ships.
Destroyer sized
This category includes Destroyers and Interdictors.
Destroyers are the step between frigates and cruisers and very useful against small ships, especially frigates. However, their tanking abilities are not as good as that of a cruiser.
Interdictors are T2 Destroyers which can use an interdiction sphere. This means that in 0.0 space they can drop the sphere to prevent other ships from warping, which is useful for group combat.
Cruiser sized
T1 Cruisers have the T2 variations Heavy Assault Ships, Recon Ships and Logistics.
Cruisers have bigger firepower than frigates, but they have problems hitting smaller targets.
Heavy Assault Ships have higher resistances than Cruisers and also a higher damage output.
Recon Ships have two variations: Combat Recon which has high resistances and damage bonuses as well as electronic warfare bonuses and secondly, those with the ability to fit a covert ops cloaking module but have better resistances than Covert Ops frigates.
They can be very dangerous since they can also warp cloaked and have a high damage output.
Logistic Ships get bonuses to modules that let you support other ships, like armor transfer.
Battlecruiser sized
Here we have Battlecruisers and their T2 variations Command Ships and Logistics.
Battlecruisers are the step between Cruisers and Battle Ships and good for level 3 missions. They can also fit gang modules which is helpful during combat in groups.
Combat Ships also have two variations: Those with a bonus to command modules which gives a bigger bonus than the modules you fit on Battlecruisers and those without, but they have higher damage output and resistances than normal Battlecruisers.
Battleship sized
Battleships only come in T1. They have big tanking abilities and damage output. Their use is for missions and different variations of pvp.
Capital ships
Capital ships have in common that they can't use regular stargates but need to have a cynofield instead. This lets them jump several systems at a time but it takes fuel to do so and another ship that creates the cynofield.
Carriers are good for fleet combat. They let pilots fit or refit their ships using the carrier and assign fighters, which are huge drones, to be controlled by other ships. In the Carrier category we also have Motherships. Those are the better version of Carriers and especially good for fleet combat. Electronic Warfare doesn't affect them. They can't dock in stations and typically get parked at a POS.
Dreadnoughts deal huge damage but can't hit moving targets well. This is why they are mainly used to destroy stationary targets like POS. They also have a special siege mode which gives them damage and tanking bonus but also stops them from warping away or moving.
Titans are the biggest ships in game and there are only few of them so far. They are extremely powerful and can fit a doomsday device that causes massive destruction in a big area.

