When creating a tier 1 weapon it will gain +2 elemental damage based on the 1d4 roll from tier 0. Upgrading a weapon to this tier requires it to have an element rolled and to be tier 0.
The character upgrading this must be level 3 as well. Doing so consumes 100 gold worth of weapon parts (created by an eternity companion or another method). It will also take 9 focus / resource over the course of 4d12 hours.
Firing Line: When 2 or more allied creatures are within 30 ft. of you, you gain +1 to attack and damage rolls.
(Firearm) Opening Shot: If you take a shot with this weapon and a creature is unaware of your presence or that has not taken a turn yet in the initiative order, you have +4 on roll to hit.
Outlaw: Choose to focus your shot or not. If focusing gain +2 to hit. If not gain +2 to damage.
(Firearm) Featherweight Bolt: This weapon fires 2 shots when taking an attack.
(Firearm) Field Scout: If you are not within 10 ft. of a creature you are aware of you gain +2 to attack and damage rolls with this weapon.
(Firearm) Take a knee: You may take a knee and gain +2 to attack and damage rolls. Standing from the knee takes 10 movement.
Perfect Balance: This weapon has +2 to attack rolls and becomes a finesse weapon.
Under Pressure: If you take damage equal to more than your maximum hit dice, you gain advantage on your next attack.
Lightweight Weapon: If you start your turn with this weapon in your hands you gain 10 ft. of movement speed.
(Firearm) Secret Round: This weapon gains an additional 1d6 damage.
(Firearm) Battery Weapon: This weapon has a battery of 100 instead of ammo. It gains a charge every time a soul warrior does or can consume 1d6 ammunition to gain a charge. When it fires it uses 1 battery in place of each ammo that would have been used.
(Firearm) Full Draw: This weapon gains the loading property and finesse properties. These can not be ignored. Its damage dice size is increased by one and it gains 1 additional damage die.
Crowd Control: When you kill a hostile creature with this weapon is gains +2 to damage rolls. This feature can only increase the damage by a max of 6.
Volatile: This weapon increases in damage by 10 but has a -5 to hit.
(Firearm) Dual Barrel: If this weapon can only hold 1 round it can now hold 2. It also gains +2 to damage.
(Firearm) Rifling and Fledges: This increases the range of a weapon by 15 ft.