Saved Locations in EVE Online are often called Bookmarks or BMs.
They're points in space which you can align or warp to by right-clicking, using the Radial menu, or hotkey-clickingi.e. holding down a key and clicking while doing so
note: hotkey-clicking works on BMs in space and in the overview, but not on BMs in other windows
(by default, A = align, S = warp).
To save a BM of an object (e.g. a beacon, star, or station), right-click → Save Location. To save your ship's current location in space, hit Control + B then Enter.
Saved BMs can be seen in space, in the Solar System Map (F9), by right-clicking empty space and hovering Locations, and in the Locations or Local Locations windows.
Bookmark Barn and Jet-Perches sell access to BM packs for all regions in EVE. I'm unaffiliated. Some corps/alliances offer BM packs to members.
Name BMs consistently so they're easy to read at a glance. Warning: if you're BMing in busy HS and , make an alt for the task.
Instadock
Vital for
stations, especially if they're
trade hubs or regular stops or are in LS, NS,
Pochven, or
Thera. Also nice for
structures, but not vital for them because of
tether.
If you dock at a station
without using an instadock, your ship can be instantly destroyed after exiting warp.
Click to show/hide an explanation of why.
- clicking Dock on a station > 150 km from your ship makes it warp to the station and attempt to dock after exiting warp
- however, station docking range is 300 m, and a little under half of the time, your ship will exit warp further than 300 m from the station
- if this happens, your ship will automatically start moving toward the station at subwarp speed and will dock once within 300 m
- during this short "slowboat" move, your ship is lockable and can be instantly destroyed by suicidal PvPers in HS (or by the non-suicidal sort outside HS)
- production: undock in something cheap & quick like a fast frigate with a microwarpdrive, double-click in space back toward the station, then save a BM that is:
- at 0 distance from the station as per the Overview and not in a place where the ship is bumping/jostling against the station's model
- you can fly into the model to test its boundaries. stations have invisible collision models which can be quite different from their visible 3D models
- at least 5 km inside the docking radius. ships exit warp with their nearest edges randomly placed ~2,500 m from their destination, so account for 5 km variance
- Larenon en Marland's Station Cyno Placement Guide has screenshots of good instadock placement locations for most NPC stations
- if the station isn't a kickout, a BM saved right after undocking works as crude instadock. always manually position BMs for kickouts, though!
- (optional): away from the undock. useful where bubbles can be used (NS and Thera, and possibly LS with an Insurgency) because bubbles can catch or drag you
- ideally the BM's as far from the undock and as out-of-line with common warp vectors as possible
- usage: warp to the BM and dock immediately after exiting warp (activate a nullifier before initiating warp if the situation warrants it).
click to show/hide a docking trick
- if a station or structure is set as your current Route destination, you can warp to an instadock BM for it then activate Autopilot mid-warp. your ship will auto-dock
- don't use Autopilot otherwise. if you don't initiate warp first, Autopilot will warp you 10 km away from your destination then slow-boat the rest of the distance
Insta-undock
Also
vital for stations, since ships can be destroyed at
any station in EVE after warping off if the align for the warp takes longer than one
tick.
- production method 1 (easiest & fastest): undock in a cheap ship with a probe launcher fitted and loaded with 8 probes ("core" launchers & probes are cheapest)
- production method 2:
click to show/hide a much-slower manual-burning approach
- undock in a fast frigate fitted with a MWD and maybe overdrive injectors and/or nanofiber internal structures. double-click in the appropriate direction & MWD
- if it's a horizontal undock, use the front-facting vector on the tactical Tactical Overlay as a guide for where to double-click
- if it's vertical, orient the camera straight up/down then spin the camera around a bit to check if the vector circle is straight up/down. double-click as necessary
- save your undock BM once you're at least 175 km away from the station (but preferably quite a bit farther)
- usage: after undocking, warp first to the insta-undock before warping elsewhere (activate a nullifier before initiating warp if the situation warrants it)
Perches
AKA bounces, pings, tacs, tacticals. They're for visually surveying grids,
dscanning grids without appearing on them, juking interdiction/bombs/SBs/lances, etc.
Objects near a destination (e.g. planets, moons, structures)
can be useful ad hoc perches, but not always! Competently-made perch BMs will almost always be superior.
- inline on-grid perches are quickest & easiest to make but the least safe, and may or may not work for avoiding/juking stuff
- unaligned on-grid perches are superior if you have time to make them. these are what you want if you care about positioning, reliably bypassing threats, etc
- production: use probes and/or MWD around to make BMs at useful positions relative to objects of interest
- it's best to place perches perpendicular-ish to the line(s) connecting commonly-visited objects so you can bypass bubbles (more on that later)
- some objects are not in a shared horizontal plane, i.e. they may be "above" or "below" each other. pay attention when positioning your perches
- perches directly above/below an object are better than nothing, but it's generally better to be off at an angle relative to all obvious warp vectors
- the best perches avoid all object vectors: stations/structures, planets/moons, gates/landmarks/beacons, etc. hit Shift + Alt + X to show moon brackets
- dscan or offgrid perches let you dscan a grid without directly visiting it
- production method 1: BM a spot mid-warp. less useful than method 2 but much quicker to make
- warp to something in dscan range of your grid of interest → hit Control + B while in warp to it → save the BM when you're between 14.3 AU and ~50,000 km away
- closer minimizes warp-to time whereas farther avoids being
1-shot combat probedif a skilled player has combat probes on your celestial cluster, a single 4.05-second scan will return your position if you're uncloaked, even if you're in warp
it can take less time than that—and even be essentially instantaneous—if they time the scan to finish as you land
- note that if you're sufficiently far from a grid, you can't tell exactly where ships are with dscan (e.g. "Is the dictor on my outgate or a moon?")
- production method 2: use on-grid probes to go off-grid. this also lets you make the perch unaligned to anything
- note that these are inherently 1-shot combat probable, so don't hang around at them in any uncloaked ship
- if there's nothing on the grid other than the gate (e.g. gate guns, wrecks), jettison something expendable so you can tell when you leave the grid
- get your formation on-grid and increase its size until a probe in your preferred direction of travel disappears (grids are usually ~8,000-12,000 km across)
- decrease the formation size one tick, re-Analyze, save that probe as a BM and warp to it
- re-center probes & re-Analyze at the new position. if the probe in your preferred direction disappears, shrink the formation until it re-appears, BM it & warp to it
- repeat until you leave the grid. you'll know you've left the grid when the gate guns (or your jetcan or whatever) disappear
- it may be useful to recall your probes immediately after you warp to every BM then relaunch them after landing
- grids still stretch & snap. if you keep your probes out while warp-chaining, you may just stretch the grid rather than crossing its boundary
- usage: warp to the perch to see, dscan and/or elude what's there. it's good to habitualize warping to perches instead of gate-to-gate, especially with low-tank ships
- the BM pack sellers up top offer "all known space" packs at rates that are very affordable for established players. or assemble your own!
- it is very satisfying to land at a perch and see a smartbomber. if your perch is properly unaligned you can warp and jump right in front of their face
- you can also warp to a perch on your ingate before warping to your outgate perch if you suspect a mid-warp smartbomber is operating in the system
Safespots
AKA safes, tranquil bivouacs, cozy wilderness campfires...
None of these are 100% safe! You can be probed
anywhere if uncloaked, except
in the Abyss.
- inline safes are dropped midwarp just like dscan perches, although you'll want these off dscan from all grids if possible
- if you're not a tremendous dingleberry, you'll appreciate why you might use a dscan perch differently than an ad hoc inline safe. this isn't a pointless distinction
- unaligned safes are better since they're harder to reproduce. here's a little image guide for creating them
- deepsafes are best. I'd say a deepsafe is any BM > 14.3 AU (dscan range) from any normally-accessible grid in a system
- this May 2025 patch added Electric Stability Generators. they increase dscan range in sov null to ~17.9 AU. if one's installed, this icon shows above the capacitor
- production method 1: if a Sansha Incursion is occurring in a constellation, you can travel to it and BM its beacons (the BMs will persist after the sites disappear)
- they're often (but not always) far away from all other celestials in a system & outside dscan range of everything
- incursion beacons can be saved by anybody else with a notion!
- if you want max safety, either use probes or inline BMs to save a spot off the beacon grid or just warp between two beacons & save a spot out in empty space
- production method 2: enter Abyssal Deadspace near downtime, specifically any time between 10:40:30 and 10:59:50 ET, and survive until the servers shut down
- WARNING: do not go earlier or later than I suggest or you can die or possibly get yourself banned (more on these risks below)
- use a ship & fit which can either tank the filament's DPS until downtime or kill all rats in the first room. you can also clear all rooms & wait/quit in the last one
- I use Tranquil Gamma. most hulls can be fit to passively omnitank its 75 DPS so you just can quit in the Abyss. you can chain this activity on alts
- when you login after DT, the ship will be at a random spot in the system. placement seems similar to incursion beacons
- WARNING: if you've made an Abyssal safe and traveled to another system to make more, DO NOT activate a filament after the countdown reaches 10 seconds
- activate the filament at least 10 s before shutdown or you may "tunnel" to the last system in which you made an Abyssal safe. this is a bannable exploit
- deepsafing with this mechanic is not an exploit, tunneling is, and tunneling is completely avoided by not activating within 10 s of shutdown
- I recommend that specific range because of testing I've done. server shutdown can vary between 10 s before the projected time to up to 70 s after
- after you've crossed DT in the Abyss from a given system, that pilot can no longer tunnel out until it changes systems
- usage: gosh, beats me. y'know, sometimes I dream about EVE. send help
Specialized BMs
A miscellany of BM types. A smorgasbord, a grab-bag, a mishmash, even.
- station/structure perches are on the grid of a station, 500+ km away and unaligned to everything. used to scope things out or pre-position for dodging bubbles
- station/structure interdiction avoidance instadocks are deliberately positioned to dodge bubbles. detailed up top in the "away from the undock" section
- it's not always possible to dodge interdiction to dock, depending on how many bubbles are up and the size of the station/structure
- stops AKA catches and drags AKA pulls or slings
- bubbles at stop BMs interdict ships short of their destinations (i.e. they catch them before they arrive)
- bubbles at drag BMs interdict ships beyond their destinations (i.e. they pull or sling them behind their destinations)
- stops and drags allow one to interdict certain vectors while potentially leaving other vectors uninterdicted, which is tactically useful
- for delaying, it's generally optimal to interdict ships ~90 km from the gate (for standard bubbles, that's 70 km in front for stops and 110 behind for drags)
- this calculus changes if your targets can microjump and/or are especially fast/slow, but broadly, this forces interdictees to waste as much time as possible
- either they burn ~60 km away at an angle to avoid the bubble then waste additional time changing direction & warping, or
- they burn ~90 km straight through the bubble to the gate (longer distance to balance out not losing time to direction change & warp)
- bombing: Apothne's On Bomb Geometry remains a worthwhile treatise on this subject and probe bookmarking makes creation of multi-vector setups fast & easy