Enchantment are magical effects applied to objects or inventory. Certain enchantments are restricted to certain item types. This gives players flexibility to ask merchants to enchant items themselves to spend gold on.
Each enchantment effect costs money. Each additional effect costs more money layered onto an item. These rules will be flushed out in the future through gametesting.
Each 1000gp spent takes 1 week of crafting and enchanting. Item gp listed is the COST of the item (what the merchant buys it), they typically upcharge 20% (minimum) above this cost.
Persuasion rolls with merchants. I typically add a d10 (or d8) to upcharge, as the merchants margin can increase by 100%. This is counter rolled as a d20 vs the merchants CHA score or insight. If it is beat by a lot, you can charge the min 20%, or use d4 to see if it goes above 20% to upcharge to a max of 40%. Market conditions might also increase supply/demand (like a war) constraits and effect the cost of an item, totally subject to the DM. The prices listed are a great baseline.
Merchants might also ask the party or player for favors, as the merchants are always trying to get rich themselves.
1st enchantment, 20%. 2nd Enchantment 40%. 3rd 60%, and so on. This is layered on the same item. An item that has charges can become overcharged.