RE Heads Please Enchantments: Effect List and How to Enchant Coins
Enchant coins at the abandoned blue shop in RE Heads Please with Enchant Books from flips, codes, or Robux — one enchant each, full effect table.
You enchant coins in RE Heads Please at the abandoned blue shop, the building just past the fountain right beside the accessories shop. Bring the coin you want to enchant plus Enchant Books — dropped by flips at a 1/150 chance, sold for Robux and Halloween Candy, and granted by promo codes — then click a card at the enchanter to apply the effect. Coins are the only documented enchant targets: each coin holds one enchantment at a time, and enchants do not transfer to other coins. This guide covers where to go, what to stock, the full published effect table, and the one safety question no guide has answered yet.
Where the Enchanter Is
The enchanter sits inside the abandoned blue shop. The game's reference wiki names the building directly — "enter the abandoned blue shop, and enchant your Coins in order to gain special buffs" — and the starter-guide walkthrough pins it on the map: past the fountain, where coin gambling costs about 1,000 per try, the enchanter is the spot right next to the accessories shop. Other sources name the same facility differently: the locations wiki documents the Enchant Room as its own location between the Art Gallery and the Coin Shop, and the codes guide calls the shop the Library of Arcana, where a collectibles walkthrough confirms the enchanter's desk.
No guide mentions an unlock, progression gate, or entry fee for the shop; both walkthroughs treat it as reachable in normal play. The only real prerequisite is what you show up with: "once you actually got a coin, you can actually go ahead and start putting enchant on it."
What You Need: A Coin and Enchant Books
Enchant Books are the coin-enchanting resource — "Enchant books let you power up coins with better effects" — and the starter guide's inventory tour matches, showing "enchanted books and stuff like that that you'll need for your coins."
Four acquisition routes are documented:
- Flip drops: an Enchant Book drops randomly when you flip your coin, with a 1/150 chance.
- Robux: Enchant Books can be purchased with Robux inside the Enchant Room itself — no price is published.
- Halloween event shop: the event shop sells an Enchant Book for 50 Candy. Candy comes from Candy Baskets that spawn on the map at night, drop from flips at a 1/250 chance (10–20 Candy each), or come from quests.
- Promo codes: redeemed in-game through the Shop button's code box. Codes have granted Enchant Books in bulk — recent ones hand out 5 at a time — and our codes page keeps the current working list.
Two planning numbers still aren't shown anywhere: how many books a single enchant consumes, and whether the enchanter also charges money.
One caution on lookalike items: codes also hand out Accessory Tickets and Engraving Scrolls. Only Enchant Books feed coin enchanting — Engraving Scrolls have no documented effect or use anywhere in the game, with every current source mention being a code-reward list.
Which Items Can Be Enchanted
Coins, and only coins. Every source scopes it the same way: you "enchant your Coins," the feature list defines Enchanting as enhancing "your coins," and the hands-on demo lands the effect on "your specific coin." Two binding rules come from the reference page:
- One enchant per coin. "Each coin can have one enchantment at a time."
- No transfers. Enchantments "do not transfer over" to other coins.
Accessories — belts and necklaces that boost stats like critical chance and flip speed — are a separate gear system, and no source describes them as enchantable. Whether every coin qualifies isn't spelled out; players report enchants on coins named "gigantic" and "unsteady," which suggests broad eligibility, but no guide states a rarity rule or restriction.
Every Published Enchant Effect
Enchants come in three tiers — "1 being the weakest and 3 being the strongest" — and the published list builds around three stat families: money gain, roll luck, and flip speed.
| Enchant | Tier I | Tier II | Tier III |
|---|---|---|---|
| Wealth | Money Earn +5% | Money Earn +25% | Money Earn +30% |
| Heads | Head Luck +3% | Head Luck +10% | Head Luck +25% |
| Luck | Roll Luck +5% | Roll Luck +10% | Roll Luck +50% |
| Flash | Coin Flip Speed +5% | Coin Flip Speed +10% | Coin Flip Speed +15% |
| Walk | Walk Speed +2% | TBA | TBA |
| Heavy | Flip Speed -2%, Money Earn +5% | TBA | TBA |
| None | TBA | TBA | TBA |
Walk II–III, Heavy II–III, and every None tier are published only as "TBA." Community comments also mention enchants outside this table — clone, Clover, and a "Flash V" — but none of them appear in the published list, and their effects are unverified. These names and values reflect the wiki's current published snapshot and can shift with balance updates, so recheck after major patches before spending books.
Which Enchants Are Worth Taking
The starter guide's picks: "Some enchants that are really good are the wealth one, the heads one, and the flash one... Just get it in a higher enchant and not just one of the first tier ones." The hands-on demo confirms the money pick does what it promises — the Wealth enchant "will basically, obviously, give us more money."
So aim for Wealth, Heads, or Flash at tier II or III. Because the slot is single and enchants never move between coins, that advice has a corollary: don't burn a keeper coin's only slot on a tier I enchant — wait for a tier II–III result on a coin you plan to keep. Heavy I is the odd one out: +5% Money Earn, but it costs 2% Flip Speed, a trade-off rather than a straight upgrade.
How to Apply an Enchantment
- Stock up first. Hold Enchant Books — from the 1/150 flip drop, a Robux or Candy purchase, or codes redeemed through the Shop button's code box.
- Have the coin ready. "Once you actually got a coin, you can actually go ahead and start putting enchant on it."
- Head to the abandoned blue shop, beside the accessories shop past the fountain.
- Turn the long cutscene off first. The demonstrator recommends it before you start — the cutscene is long, and skipping it makes the rolls go faster.
- Green-lock the enchants you want. In the enchant interface, toggle the enchants you want to green before rolling: "whatever you make green here, you will keep, and you won't roll off them" — green-marked enchants won't be skipped after you roll.
- Click a card. "You can basically click a card, and you're going to be getting an enchant on your specific coin."
The keep-or-skip wording confirms results arrive through rolls, but the odds per roll and whether you can decline a result before it takes the coin's single slot are not shown. If your attempt is random, the hold-out-for-tier-II–III advice above matters even more.
Re-Enchanting a Coin: The Missing Safety Answer
This is the question the effect table can't settle: what happens to the enchant already on a coin when you apply a new card to it?
No guide shows a confirmation prompt, and none documents whether the old enchant is overwritten and lost. One safeguard is documented: in the enchant roll interface, the enchants you toggle green are kept — they won't be skipped after you roll. But that green lock only protects a mark during rolling; no guide documents a way to remove an enchant without applying a replacement, and roll odds and decline-before-slot behavior are unknown. With exactly one slot per coin and no transfers — so retiring or swapping a coin loses its enchant — nothing in the current documentation says re-enchanting a good coin is safe. The practical play:
- Treat a useful enchant as permanent until replacement behavior is documented.
- Enchant fresh coins instead — that's the flow every guide actually demonstrates.
- Check the coin menu before touching anything. Open the coin menu — the top UI list that shows all your coins — and select the coin: its details panel shows the enchant you have with a description beside it and a playable sound for that enchant, alongside the coin's level, upgrade totals, and the minimum and average profit you can compare across coins. That's the documented place to verify exactly what a coin carries before you click anything new onto it.
Common Mistakes to Avoid
- Re-enchanting your best coin on a whim. Replacement behavior is undocumented — the green lock protects marked enchants during rolls, but it doesn't say what happens to an enchant already on the coin. Don't gamble the one slot that matters.
- Rolling without green-locking your picks. The enchants you toggle green are the ones you keep; anything unmarked can be skipped after a roll.
- Settling for tier I on a keeper coin. One slot, no transfers — hold out for tier II–III Wealth, Heads, or Flash.
- Counting Engraving Scrolls or Accessory Tickets as enchanting materials. Only Enchant Books power up coins; accessories use their own ticket system.
- Trusting community-only enchants. Clone, Clover, and Flash V aren't in the published table, and their effects are unverified.
- Working from stale numbers. Effect names and values come from the current published list — recheck them after balance updates.
