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RE Heads Please Upgrades: Enchants, Costs & Best Purchase Order

Best first upgrade in RE:Heads, Please! is not the NPC stat boosts — earn and roll at the Fountain first, then enchant a keeper coin with Wealth, Heads, or Flash. Full enchantment table plus priorities.

Quick answer: The best first use of money in RE:Heads, Please! is not upgrading stats at the coin upgrade NPC — it's earning money and pulling stronger coins at the Fountain (about 1,000 per gamble). Upgrade a coin only once it's one you plan to keep, and make the "money earned" stat your first NPC upgrade: it's extra money on every flip and you can't really go wrong with that.

Where upgrades are purchased

There are two main upgrade paths:

  • Coin upgrade NPC: Select the stat you want on the right side and apply the upgrade with a small animation. Note that no verified in-game costs, caps, or prerequisites for these stat upgrades are documented yet — check the current prices in-game after each Beta update.
  • Abandoned blue shop (enchanting): Enchant your Coins to gain special buffs. Each coin holds one enchantment at a time, and enchantments do not transfer over. Enchanting uses Enchant Books and Engraving Scrolls — treat these as limited resources, not ordinary spendable money.

Complete enchantment list

EnchantEffect
Luck I / II / IIIRoll Luck: +5% / +10% / +50%
Wealth I / II / IIIMoney Earn: +5% / +25% / +30%
Flash I / II / IIICoin Flip Speed: +5% / +10% / +15%
Heads I / II / IIIHead Luck: +3% / +10% / +25%
Walk IWalk Speed: +2% (Walk II and III TBA)
Heavy IFlip Speed: -2%, Money Earn: +5% (Heavy II and III TBA)
None I / II / IIITBA

A few caveats on this table: player reports mention higher tiers beyond the list (e.g., Flash V with coin flip speed +50%), so the tier values shown here may be incomplete or currently inconsistent — check the enchant menu in-game for live values. Luck III's +50% is also a much larger jump than other lines show at tier III; the listed value is presented as-is without assuming a scaling pattern.

Best purchase order by stage

  • Beginners: Do not upgrade stats on your starter coin. You will get much better coins from the Fountain very fast, so the best early use of money is earning more and rolling more coins.
  • Once you have a keeper coin: Take the "money earned" stat at the NPC first.
  • For enchantments: The strongest picks are Wealth, Heads, and Flash. Aim for a high tier (Flash III/II, or high-tier Heads or Wealth) rather than a first-tier enchant.
  • Accessories: Belts and necklaces give stat boosts like critical chance and flip speed, but the rarest ones cost a lot and are hard to get. Spend Accessory Tickets only when a roll offers a meaningful improvement.

Priority order for limited Enchant Books and Engraving Scrolls:

  1. Your active high-value coin
  2. Long-term equipment
  3. Proven replacement candidates
  4. Never the starter Penny or unused items

Pre-upgrade checklist

  1. Review your equipment: separate active items from temporary rolls, unused accessories, and starter gear awaiting replacement.
  2. Compare the next upgrade: if a Fountain roll could soon replace the target, delay the upgrade.
  3. Pick one clear target tied to your earning or progression goals — don't split materials across several weak items.
  4. Confirm you can still fund coin progression afterward and keep a material reserve.
  5. Apply the enchantment only after confirming target, material, and reason. Remember it's permanent per coin — then return to the normal loop of flipping, earning, and pursuing stronger rolls.

When to save instead

Since each enchantment is permanent for that coin, save your materials if your collection is still unstable or your target could be replaced soon. The Fountain gamble (about 1,000 per roll) is the main route to the stronger coins that make upgrades worthwhile — if your money is limited, funding rolls usually beats enchanting a soon-to-be-replaced item.

The game is in Beta, so recheck every cost, effect, and tier value after balance updates before spending limited materials.