RS3 · Guide

RS3 Double XP Live, November 2026: Dates, Prep and What to Train

Double XP Live is back from 6 to 16 November 2026. Jagex's announcement gives you 48 hours of Double XP to spend however you like across a 10-day window, and calls it the final Double XP event before the upcoming MTX send-off. Here's how the timer works, what to get ready, and where those hours do the most.

The short versionStock up before the 6th, look yourself up on The Codex before it starts so your gains are counted, spend the hours on skills where supplies turn straight into XP, and pause the timer whenever you stop training.
Double XP Live event artwork from RuneScape 3
Double XP Live artwork from an earlier event (image: RuneScape Wiki).

The dates, and how the 48 hours work

  • The window is 6 to 16 November 2026. Jagex's post gives the days but not the hour. The RuneScape Wiki lists this event at 12:00 game time (UTC) at both ends, so expect a midday start and finish and check the in-game news on the day.
  • You get 48 hours, and you choose when to use them. In Jagex's words, use your bonus time "whenever it suits you". The hours only work inside the window, so plan to have spent them by the 16th.
  • You can pause the timer. Jagex suggests it for when you switch to things where XP isn't the point: bossing for drops, money-making, chatting at the GE. In past events the pause button has had a one-hour cooldown (per the Wiki), so don't count on flicking it on and off for a quick bank run.
  • Who gets what. Members get double. Free-to-play players get 20% extra instead, and use up any bonus XP they have stored. Ironman Mode accounts get no boost at all, and Fresh Start Worlds are not included (all per the Wiki).

What is doubled, and what isn't

The rule: Double XP adds 100% of the base XP for eligible skilling actions. The Wiki lists the exceptions, and they change what's worth doing:

  • Invention gets 150%, not double, for equipment XP, disassembling, discovering blueprints, workbench creation and protean cogs.
  • Archaeology doubles excavation and screening XP, and doubles base precision, so artefacts come out faster. Restoring artefacts, tomes, research, mysteries and pylons are not boosted.
  • Not doubled at all: quest rewards, experience lamps, tomes of experience, urns, places that already give bonus XP such as the Ectofuntus, the Assist System, Daily Challenges, All Fired Up, The Beach, jade vines, and XP bought with points, such as Dungeoneering tokens. Most Distractions and Diversions are excluded too, except Big Chinchompa, Herby Werby and Shooting Star, which are doubled.
  • Switched off while it runs: dwarven tools and brawling gloves (the gloves don't even use charges), the bonus from altars and powder of burials, and the Yak Track XP boost. Cremation doubles its Firemaking XP but not its Prayer XP.

So keep lamps, tomes and Daily Challenges for another day: an hour of the timer is better spent on actions it actually doubles.

What stacks with it

The Wiki says Double XP stacks with some boosts and stops others working (the list above). How each boost combines with it varies, so for exact numbers use the Wiki's Double XP calculator rather than adding percentages up. The boosts the Wiki's Double XP guide lists:

  • Advanced pulse core and cinder core, up to 10% each.
  • Clan Avatar, up to 6% (train in a clan with a Citadel avatar).
  • The Wise perk, 1% per rank up to 4%.
  • Experience-boosting sets and elite skilling outfits for the skill you're on.
  • Portables: the portable range (Cooking) boosts XP, and the portable fletcher and portable brazier give 10% in their skills.
  • Zamorak's favour, an extra 10% Hunter XP.

On busy worlds you can also catch other players' pulse and cinder cores, coins of enchantment, rocks of resilience and the sceptre of enchantment. That's why the crowded portable spots (Fort Forinthry, the Lumbridge market, the Grand Exchange) fill up during Double XP.

Get ready before 6 November

  • Get counted on The Codex. Look yourself up before the start so The Codex is tracking you. In the hour before the start every tracked player is read once from Jagex's public HiScores, and that reading is your starting line. One catch: a private RuneMetrics profile keeps your name off the public boards, though your clan's total still counts you.
  • Buy your supplies early. The Wiki notes plank prices usually rise during the event. Stock planks, unfinished potions, logs, and charms with their secondaries for Summoning while prices are normal.
  • Save your protean items. They're cheap to use, and the Wiki says many give rates comparable to the best standard methods.
  • Let your trees grow. Fully grown trees harvested at the start count double, and so do crystal acorns (50,000 XP each, per the Wiki).
  • Divination: if you have divine locations to spare, stock vis wax, which can extend the daily limit.
  • Player-Owned Ports: save trade goods (up to 250 of each) and resource crates.
  • Slayer: save points so you can skip tasks with poor XP.
  • Money: buyable skills are expensive, so build a pot of gold first. The money-making guide has the basics.
  • Dungeoneering: the Wiki suggests clearing floors 1 to 35 beforehand.

Where to spend the hours

The rule of thumb: Double XP doubles what you get from each action, so it pays most where you are the limit, not the resource. In a buyable skill the same supplies give twice the XP, which halves your cost per XP, and the only cap is how fast you click.

The buyable skills, first. The Wiki calls Summoning "one of the most beneficial skills to train over Double XP", and puts Herblore, Construction and Crafting beside it:

  • Summoning: the Wiki's trick is to bring your tertiary ingredients noted, sell them to the store next to the obelisk and buy them back to un-note them, for a small loss.
  • Herblore: make the highest potion you can, with a portable well, a modified botanist's mask and a scroll of cleansing. Herby Werby is one of the doubled D&Ds.
  • Construction: in your house, or the repeating projects at Fort Forinthry.
  • Crafting: dragonhide armour, or cutting dragonstones, which the Wiki's comparison puts above royal dragonhide bodies for XP per hour.

Then the low-cost and AFK options:

  • Protean items (planks, bars, hides, logs, essence and more). The Wiki singles out protean essence at the soul altar as high-rate and AFK.
  • Divination in the Hall of Memories. The Wiki's trick: pause while you fill your jars and resume to hand them in. The Wiki adds that once you resume, you can't pause again for an hour.
  • Archaeology: with precision doubled, artefacts come out faster, but the restoring isn't boosted.
  • Invention at 150%: siphoning augmented items at level 12 is the Wiki's pick, and Shadow Reef with augmented gear trains combat at the same time.
  • Hunter: protean traps, or carrion jadinkos on Anachronia.
  • Farming: the Wiki notes many trees can be regrown within Double XP, so harvest and replant as early as you can.

Lower value under Double XP: Prayer (altar and powder bonuses switch off; cleansing crystals are the exception), Runecrafting (except the Runespan), and the gathering skills (Fishing, Mining, Woodcutting), which have no special Double XP method. Train them at your usual best spot if they're your goal.

Track your Double XP on The Codex

  • The Double XP page has the live boards for the event: everyone, each skill, and clans (per member, in total, and by how many members played). Check you're on it, ask to be told when it starts, and save a picture of your own Double XP when it's done. Your XP shows up after you log out or hop worlds, because that's when Jagex updates your profile.
  • Your profile shows what you gained in the last day and week, skill by skill, and the XP heatmap shows each day of the event.
  • The skill calculators (Herblore, Construction, Crafting and more) count actions at normal XP. For an action Double XP fully doubles, you'll need about half as many.

Sources

References courtesy of the RuneScape Wiki.