Re Heads Please Enchantments – All Effects & How to Apply Them
Enchant Coins at the abandoned blue shop using Enchant Books: where to find the Enchanter, all current effect tiers, and how to replace enchants without losing a good one.
In RE: Heads, Please!, enchanting happens at the abandoned blue shop on the map — an Enchanter NPC station near the fountain (where you gamble for coins) and the accessories shop. There you can enchant your Coins to gain special buffs, a system that becomes pretty important later in progression.
Enchanting requires Enchant Books, which appear in your inventory alongside items like engraving scrolls. The main free source is promo codes redeemed through the Shop button's code box in-game. Examples include "hotfixeshotfixes" (5 Enchant Books + an Engraving Scroll), "Update2.5" (5 Enchant Books, 3 Engraving Scrolls, 5 Accessory Tickets), "ThankyouFor4kCCU" (8 Enchant Books, 8 Accessory Tickets), and "WeAreBack" (1 Luck Soda, 5 Enchant Books, 3 Accessory Tickets). Code availability changes with updates, so check the codes and rewards page for current status.
Eligible targets and core rules
Enchantments apply to Coins (your flipping item). Each coin holds one enchantment at a time, and enchants do not transfer — replacing or changing a coin loses the old enchant. Effects come in 3 tiers, with 1 the weakest and 3 the strongest; community comments also reference higher tiers such as Flash V and Clover IV, so the tier list may extend beyond 3, but those higher values are not confirmed. If you see an enchant above Tier 3, check its exact wording in-game rather than assuming values.
Verified enchant effects by tier
| Name | Tier | Effect |
|---|---|---|
| Luck | I | Roll Luck: +5% |
| Luck | II | Roll Luck: +10% |
| Luck | III | Roll Luck: +50% |
| Wealth | I | Money Earn: +5% |
| Wealth | II | Money Earn: +25% |
| Wealth | III | Money Earn: +30% |
| Flash | I | Coin Flip Speed: +5% |
| Flash | II | Coin Flip Speed: +10% |
| Flash | III | Coin Flip Speed: +15% |
| Heads | I | Head Luck: +3% |
| Heads | II | Head Luck: +10% |
| Heads | III | Head Luck: +25% |
| Walk | I | Walk Speed: +2% (II and III: TBA) |
| Heavy | I | Flip Speed: −2%, Money Earn: +5% (II and III: TBA) |
| None | I–III | TBA |
Walk II/III, Heavy II/III, and the "None" entries are not yet documented. The exact number of Enchant Books consumed per application is also not stated; check the cost at the Enchanter interface.
Which enchants to aim for
- Wealth, Heads, and Flash are the community picks for best enchants.
- Aim for a higher tier (Flash 3, Flash 2, or the equivalent in Heads or Wealth) rather than settling for a Tier 1 enchant.
- Walk and Heavy are situational: Heavy I trades 2% flip speed for 5% extra money earned.
Applying or replacing an enchantment — practical cautions
Because enchants do not transfer, don't enchant a basic early coin you plan to replace soon — you'll obtain much better coins quickly early on, just as with upgrading basic coins. Enchant a coin you intend to keep for a while. After applying, verify the resulting enchant's exact wording in the interface. Some enchants players report (e.g., Clone, Clover) have unclear or unverified effects, so don't rely on community claims until confirmed in-game.
