ACME Magnet

Standard Use

 * The non-Soulbound magnetic items from all other players in a 20 space radius around the user are removed from those players and fly towards the user.
 * Explosive items have a chance to explode on impact.
 * Grenades, Holy Hand Grenades, and Explosive Sheep will knock nearby players backwards or forwards and may kill the user or other players close to the user. The user will not acquire the item.
 * Glue Mines will affect players in the area with skip-a-turn. The user will not acquire the item.
 * Some items have a chance to kill on impact.
 * Swords and Skinning Knives will be acquired regardless.
 * Guns and Time Travel Condoms will not be acquired if they do so.
 * Buckets, Hammers, Mining Picks, Hookshots, Pogo-Sticks, and Shields have a chance to knock the player unconscious, incapacitating them, and will be acquired regardless.
 * If an item knocks the player unconscious, it may also knock them forward or backward based on the location of the source of the item.
 * Teleporters may attach themselves to the user, leaving the remote in the hands of the player who held the Teleporter.
 * For all items without a special case or if the special case above does not trigger for that item, the item goes into the inventory of the user.

Event Use

 * TBD

Skill Use

 * No special usage

Other Item Use

 * No special usage

Item Combining

 * ACME Magnet + Gloves = Magneto Gloves
 * ACME Magnet + Tractor Beam = Pulls the finish line towards the player.
 * ACME Magnet + Improbability Device = Attracts a random item from each other player.

Strategy

 * Because magnetic items that can kill on impact can be common, it may be wise to protect oneself with effects like Life Shield, Magic Star, Auto Resurrection, or Schrödinger's Box. For all but the last, be mindful that you are only as safe as the number of deaths those effects can prevent.
 * For the same reason, effects with a benefit on death such as Life Insurance, Soul Speed, and Drain Soul can be counted on triggering, though there is no guarantee.
 * For the same reason, methods of self-revival such as Soulstone, Green Mushroom, Life Ward, an ethereal Revive spell, an ethereal Defibrillator, or another player's Curse of Lesser Resurrection are effective for getting back on your feet.
 * Because magnetic items that can incapacitate you or skip your turn can be common, it may be wise to have some method of removing or preventing these effects like Man Mode, Crystal Meth, or Focus.
 * For the same reason, items that skip your turn can be used without worrying about that drawback since you already expect to have your turn skipped, like a preemptive Glue Mine, or tossing Grenades or activating Explosive Sheep behind yourself.
 * For the same reason, items that incapacitate you can be used without worrying about that drawback, such as Donuts or back-fired Extendo Fists.
 * If you think you'll die, you don't need to worry about skip-a-turn or incapacitate effects either.
 * Have one of these on hand before early reinforcements to take advantage of many players being clustered together and likely having many magnetic items between them.
 * Use near a player in later stages of the game to attract all magnetic items they've built up.
 * Use near a player that you know has another ACME Magnet to get all their magnetic items, prevent them from taking yours, and get another ACME Magnet to be able to attract items again in the future.

How To Obtain

 * ACME Shop for 8 rupees