What prices would you suggest


For the benefit of giving myself the fun, pleasure and challenges of doing my 1st Fantasy RPG in 13.7 years and 1st ever Legends Campaign what price would you suggest for A Broadsword or Legends Equivalent that has the same increases to hit, wound and to damage or Legends Equivalent as A +2 or Legends Equivalent 1 but its not magical and can't harm foes that need magic to harm or The Legends Equivalent and rather those bonuses are due to the quality of both the metals its made from and quality of the weapon as a whole?
Under the Craft Skill, Legend says "A critical success allows the item being crafted to be of superior quality, in terms of durability, value or utility (choose one area of excellence). In terms of durability, it has additional AP and HP, distributed as the Adventurer sees fit, equal to the critical score of the skill. For example, a weaponsmith who crafts an especially fine longsword using his skill of 81% can distribute 8 additional points between the sword’s AP and HP. In terms of value, increase the item’s value by half again. In terms of utility, the item provides a bonus equal to its maker’s critical score to whichever skill the item is used for.".

I'd say that a non-magical +2 comes under that and, so would cost half again the value of a normal sword.

In Arms of Legends, Crafters can add Enhancements to weapons, but they cannot stack. I play that they can stack, so a sword that does an extra +2 damage has 2 levels of Highly Effective. It also says "Evaluating Quality Buyers of items use the Evaluate skill to identify any potential enhancements. A craftsman might claim that a sword is sharper and more efficient but that does not make it so. Similarly, a flashy, jewel-encrusted sword may simply glitter but be no more effective in combat than its drab counterparts.
Successful Evaluate rolls form the basis of bartering and haggling, as described earlier. However, an Adventurer that critically succeeds in his Evaluate sees all enhancements worked into an item. A successful roll identifies just one – which is determined
", implying that the Crafter can get as much as they can haggle for. I prefer the half again rule, personally.