RE:Heads, Please! How to Enchant Coins
Books from codes beat flip luck. One enchant per coin. Save Wealth, Luck, Flash, and Heads.
Enchanting is how a keeper coin stops being a plain metal disk. In RE:Heads, Please! you spend an Enchant Book on the coin you have equipped and lock one buff onto it. The buff does not hop to the next coin when you swap. That single rule is why beginners regret enchanting Penny. This page is the resource guide: where books come from, which names to save, why Heavy is a tradeoff, and what Engraving Scrolls from Update 2.5 actually are. Effect tables live on enchantments. Live code rewards live on codes.
You should already have a coin you intend to flip for a while. If you are still on Penny, go back to Getting Started and How to Get Better Coins first.
Books from codes versus flip luck
Enchant Books arrive two ways.
Codes. Milestone and patch strings are the honest pile. Recent waves have paid five or eight books at a time, plus Accessory Tickets and sodas. Open the left shop cart, scroll to the bottom, redeem, then do not tap the book into Penny. Codes are finite. Flip luck is not a replacement for a CCU code you skipped.
Flips. Books can drop while you toss. The rate is low enough that you should treat flip books as a bonus, not a farm. Auto Flip helps because more tosses means more rolls at the drop. It does not make books common. If you need a stack this session, codes is the answer.
Sodas are not books. Luck Soda, Wealth Soda, and Energy Drink are short drinks. Use them during a grind. They do not replace an enchant on the coin.
VIP (399 Robux, +20% MoneyEarn) is also not an enchant. It is an account multiplier. Auto Accessory Gacha Speed (99 Robux) does not touch books at all.
One enchant per coin
Each coin holds one enchantment. It does not transfer when you equip something else. If you put Wealth II on Clover and then roll Friendship, Friendship is blank and Clover still wears Wealth II in the bag. There is no “move enchant” button in the current beta.
That is the whole strategy:
- Do not enchant a coin you are about to replace.
- Do not enchant Penny, Slime, or a $2M sticker coin you will unequip in ten minutes.
- Friendship is the earliest coin most players should consider a serious book, because you live there while Graph’s $200K price loads.
- Late coins (Lock, Black Rose, Overdrive, Calendar) deserve the best remaining books if you actually equipped them for the long grind.
If a book rolls a weak I-tier on a keeper, that is still better than a III-tier on Penny. You cannot peel it off and restick it.
Which books to save
Known families, with I–III where the beta has numbers. Confirm live values on enchantments.
Wealth — save these. Money Earn: I +5%, II +25%, III +30%. This is the grind enchant. Put it on the coin you Auto Flip for cash. A Wealth II Friendship prints the Fountain faster than a “cool” Heavy on Slime.
Luck — save these. Roll Luck: I +5%, II +10%, III +50%. Luck is for Fountain sessions. If you are done rolling and only flipping for cash, Wealth or Flash usually pays more per minute. Luck III’s +50% is a different animal from Luck I; do not spend Luck III on a coin you will sell with your eyes.
Flash — save these. Coin Flip Speed: I +5%, II +10%, III +15%. Flash is Auto Flip’s best friend. More tosses per minute means more cash and more chances at flip-luck books. It does not help Fountain rarity by itself.
Heads — save these. Head Luck: I +3%, II +10%, III +25%. Heads biases the good face. It is a profit-per-toss play, not a gacha play. Strong on a high-profit coin (Friendship and up) where each heads actually matters.
Walk — usually skip early. Walk I is +2% walk speed. II and III are not well documented. Nice for skating between Pancake Station and Another Station, terrible as the one enchant on your money coin. If Walk lands on a junk coin, leave it there and keep the good books.
Heavy — tradeoff, not a trophy. Heavy I is Flip Speed −2% and Money Earn +5%. You pay speed to get a Wealth-I-sized money bump. On Auto Flip, speed is part of your income. Heavy can still make sense on a slow session where you want raw earn and you already have Flash elsewhere — except you cannot have Flash and Heavy on the same coin. One slot. Read that again before you celebrate a Heavy drop.
Priority for a keeper you will flip for an hour or more: Wealth or Flash for cash, Luck if you still roll Fountain hard, Heads if the coin’s profit is already high. Park Walk and random I-tiers on coins you do not main.
Engraving Scrolls from Update 2.5
Update 2.5 codes introduced Engraving Scrolls (the Update2.5 string paid three, among other rewards). They are not Enchant Books. Do not eat a scroll thinking it is a fourth Wealth. The left HUD has a scroll icon separate from the shop cart and the crate. Open that when you spend a scroll.
Treat scrolls as rarer than books until more sources exist. Codes are the documented pile. If a future patch sells them or drops them from flips, updates is where that lands. Until then, do not dump scrolls on Penny, on a $2M Dalgona, or on a coin you will replace after one Fountain session.
Accessory Tickets remain a different item. They roll looks. Mixing tickets, books, and scrolls in your head is how people open the wrong left icon and then say the game ate the reward.
How to spend a book without regretting it
- Equip the coin you will still flip tomorrow. Friendship is the usual first target; Graph and beyond if you already skipped that rung.
- Confirm you are not in the accessories or crate panel.
- Use the book. Accept the one enchant you got.
- If it is Walk or a weak Heavy on your main, that is painful but done — do not spend a second code book “to fix it” unless you understand you are replacing, not stacking.
- Keep leftover books. More CCU codes will land. The codes list is the restock.
Flip-luck books can go on the current main if you are already past Penny. Code books should wait for a decision. Energy Drink plus Auto Flip is a better use of a quiet evening than gambling every book the moment it hits the bag.
Books from codes are finite. Hold Wealth, Luck, Flash, and Heads for a coin you will still flip tomorrow. Heavy is a tax on speed, not a badge. Scrolls from 2.5 are rarer still. If you only remember one line: Penny does not deserve a book.
Frequently Asked Questions
Quick answers for coin flips, codes, and stations.
How do I get Enchant Books?
Redeem codes first — they are the big stacks. Books also drop from flips at a low rate. Auto Flip helps a little because you toss more. Do not expect a farm.
Can one coin have two enchants?
No. One enchant per coin, and it does not transfer when you swap. Full effect list: enchantments.
Which enchants should I save?
Wealth (money), Luck (Fountain rolls), Flash (flip speed), and Heads (head luck). Walk is a movement crumb. Heavy buys a little money for less speed.
Should I enchant Penny or Slime?
No. You will replace them. Wait for a keeper, usually Friendship or better, unless Fountain already gave you Graph or higher. See How to Get Better Coins.
What are Engraving Scrolls?
A separate item from Update 2.5 codes, not an Enchant Book. They use the left HUD scroll icon. Do not spend them on coins you are about to replace.
Is Heavy good?
Heavy I is −2% flip speed and +5% money. That is a tradeoff because Auto Flip income cares about speed. Do not treat Heavy as strictly better than Wealth or Flash.