Arc Raiders Medium Ammo Mag III Blueprint: What it does and how players are getting it

The rare tier‑3 medium magazine mod adds a major ammo boost, but unlocking its blueprint depends heavily on RNG and Trials rewards.

By Pallav Pathak 5 min read
Arc Raiders Medium Ammo Mag III Blueprint: What it does and how players are getting it

Extended Medium Mag III is a rare magazine modification in Arc Raiders that boosts the capacity of weapons using medium ammo. Instead of being a direct drop, it’s usually chased as a blueprint, learned once, and then crafted at your Raider Den.


Extended Medium Mag III stats and behavior

Property Value
Item type Modification (magazine)
Ammo type Medium ammo weapons
Effect Significantly increases magazine size
Numeric bonus +12 magazine size
Rarity Rare
Weight 0.75
Value 5000

The upgrade is straightforward: it gives medium ammo weapons a flat increase to how many rounds they can hold before reloading, with a +12 magazine size bonus and no additional tradeoffs mentioned. That makes it a high‑impact pick for weapons that already lean on sustained fire or struggle with frequent reloads.

In game terms, it sits at the top of the medium magazine line, above the earlier tiers that offer smaller capacity bumps. It’s also lighter than many primary weapons at 0.75, which keeps loadout weight in a comfortable range.


Where Extended Medium Mag III fits in the mod ecosystem

Mod line Tier Ammo type Role
Extended Light Mag I–III Light ammo Capacity for Bobcat, Burletta, Hairpin, Stitcher
Extended Medium Mag I–III Medium ammo Capacity for medium‑caliber primaries
Extended Shotgun Mag I–III Shotgun ammo Capacity for Il Toro, Vulcano

Extended Medium Mag III sits alongside Extended Light Mag III and Extended Shotgun Mag III as the peak capacity option for its ammo class. The shotgun version explicitly lists Il Toro and Vulcano as compatible; the light version covers Bobcat, Burletta, Hairpin, and Stitcher. The medium version works on weapons that consume medium ammo, giving them a similar jump in uptime.

Functionally, the tier‑3 magazines are the go‑to choice when you want more bullets in the gun and are willing to give up a slot that could otherwise go to recoil control, handling, or silencers. In sustained fights, that trade is often worth it.


Unlocking the blueprint at the Gunsmith

Extended Medium Mag III is learned through a blueprint and then crafted at Gunsmith III in your Raider Den. It shares the same bench tier and basic component pattern as the other tier‑3 magazines.

Blueprint Crafting bench Core recipe pattern Sell price
Extended Light Magazine II Gunsmith II 2× Mechanical Components, 3× Steel Spring $5000
Extended Light Magazine III Gunsmith III 2× Mod Components, 5× Steel Spring $5000
Extended Medium Magazine II Gunsmith II 2× Mechanical Components, 3× Steel Spring $5000
Extended Medium Mag III Gunsmith III 2× Mod Components, 5× Steel Spring $5000
Extended Shotgun Magazine II Gunsmith II 2× Mechanical Components, 3× Steel Spring $5000
Extended Shotgun Magazine III Gunsmith III 2× Mod Components, 5× Steel Spring $5000

The tier‑3 recipe is consistent: once the blueprint is learned, Extended Medium Mag III costs 2 Mod Components and 5 Steel Spring per craft, with a $5000 sell value if you decide to offload extras.

Blueprints are one‑time unlocks. When you pick one up, you need to use the “Learn and Consume” action in your inventory to permanently add the recipe to your account. Duplicate blueprints can still drop after that and can be sold for currency.

Note: crafting Extended Medium Mag III requires your Gunsmith station to be upgraded to tier III, so there’s an early‑game progression gate even if you get lucky on the blueprint itself.

How players are actually getting Extended Medium Mag III

The mod itself is simple; tracking down the blueprint is the hard part. Extended Medium Mag III sits in a tier of attachments that feel noticeably rarer than basic grips or early silencers, and it doesn’t appear tied to a single fixed location.

Trials rewards

Players report unlocking the blueprint as part of Trials rewards. Trials rotate weekly and hand out a pool of higher‑end items at completion. Extended Light Mag III and Stable Stock III have dropped this way during specific weeks, and Extended Medium Mag III is in the same reward bucket.

That means:

  • Finishing the current Trials rotation is a realistic way to see the blueprint.
  • There is no guarantee in a single run; it’s part of a random reward pool.
  • Some attachment blueprints appear to be introduced or “drip fed” over the season through these rewards.

If you’re actively hunting this specific blueprint, staying on top of the weekly Trials and completing them on the characters you care about is one of the most reliable routes.

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Open‑world RNG: drawers, lockers, and container weighting

Outside Trials, players describe Extended Medium Mag III as a rare open‑world find governed by loot RNG. Attachments and their blueprints can spawn in everyday containers rather than only in special caches.

Container type Reported behavior
Drawers (e.g., pharmacies) High density of attachment drops, especially at night; blueprints possible but rare
Lockers Good general attachment and blueprint pool, strongly RNG‑driven
Raider caches Perceived higher weighting for some special blueprints (like Anvil), implying container‑specific weighting
Breachable boxes Better for certain gadgets like Snap Hook, less clear for magazines

Two patterns stand out from player experience:

  • Night runs in high‑value zones, especially in locations packed with drawers and lockers, surface more attachment‑type items overall.
  • Different containers appear to favor different blueprint families; for example, raider caches show a strong bias toward specific weapon blueprints.

Extended Medium Mag III doesn’t seem hard‑locked to any particular region, but its drop rate is low enough that it can easily take many raids to see even once. Treat it as a long‑term grind rather than something you can target from a single marked room.


Augments, gadgets, and how they differ from magazine blueprints

It’s easy to mix Extended Medium Mag III up with other rare unlocks because they tend to be chased at the same time. Some of the more elusive blueprints mentioned along with it include:

  • Looting MK.3 (Survivor) augment
  • Barricade Kit utility
  • Kinetic Converter and Lightweight Stock mods
  • Snap Hook gadget

These often follow slightly different rules. For example, Survivor augments have dropped from specific breachable rooms, while Snap Hook shows up more often in the small breachable boxes than in general loot containers. Grenades and weapons also skew toward containers that visually match their type (explosives in explosives‑themed loot, weapons in weapon caches).

Magazine attachments, by contrast, skew more toward general storage spaces like drawers and lockers and the broader Trials reward pool, without a clearly defined “only drops here” container.


Using the mod once you have it

Once the blueprint is unlocked and your Gunsmith station is at tier III, Extended Medium Mag III becomes just another craftable entry on the bench. At that point the decisions shift from “how do I get it?” to “where do I run it?” and “how many copies do I craft?”

Because it adds a flat +12 magazine size, it is especially valuable on weapons with:

  • Smaller default magazines that feel starved for ammo.
  • Long reload animations, where each extra round saves noticeable downtime.
  • Roles that lean on suppression or sustained DPS rather than burst damage.

From a resource angle, the recipe is modest: Mod Components and Steel Spring are common enough mid‑game materials, so once the blueprint is secured, scaling out multiple copies across your loadouts is mostly a question of time and refiner usage, not rare boss drops.

Expect Extended Medium Mag III to remain a long‑term staple: the underlying stats are simple but strong, it fits cleanly into the existing mod progression, and its blueprint sits in the same rarefied drop tier as other endgame attachments and augments.