ACME Magnet

ACME Magnet is an item.

Standard Use
(Glue Mine's and Teleporter Activator's place in the order needs testing.)
 * The non-Soulbound magnetic items from all other players within a 20 space radius of the user (in the instant of time of use) are removed from those players and fly towards the user. The item attraction/side-effects activate with join order as the primary order decider, and secondarily by a preset order which is as follows: (Holy) Hammer, Gun, Bucket Of Water, Teleporter, Hand Grenade, Holy Hand Grenade, Time Travel Condom, Explosive Sheep, ACME Magnet, ACME Pogo-Stick, Spider Mine, Sword, Mining Pick, Hookshot, (Spiked) Shield, Deadly Item (Magnetic), Egg Launcher, Skinning Knife, Screw, Spanner, Shovel, Anvil, Trash Can, Unlabeled Can, Tasty Tongue Piercing.
 * Explosive items have a chance to explode on impact. Glue Mines, Hand Grenades, Holy Hand Grenades, Explosive Sheep, and Spider Mines will explode as if used normally, also the Magnet user will not acquire the item.
 * Note that the space the Magnet user is on at the moment the Magnet is used will be the space all explosions caused by Magnet use occur even if the player is moved by an attracted (Holy) Hammer before then. However, the Magnet user will be affected by the explosion as if they're in a 0 space radius of the explosion no matter how far away they have moved from that space.
 * Deadly Item and Anvil are guaranteed to kill the user. Deadly Item won't be obtained, but Anvil will.
 * Guns, Time Travel Condoms, Swords, and Skinning Knives have a chance to kill on impact.
 * Swords and Skinning Knives will be acquired even if they kill the user.
 * Guns and Time Travel Condoms will not be acquired if they kill the user.
 * (Holy) Hammers, Buckets (Of Water), other ACME Magnets, ACME Pogo-Sticks, Mining Picks, Hookshots, (Spiked) Shields, Egg Launcher, Spanner, Shovel, and Trash Can have a chance to Incapacitate the user; they will be acquired regardless.
 * (Holy) Hammer has an additional side-effect of knocking the Magnet user forwards or backwards when it Incapacitates. Whether or not a Hammer knocks backwards or forwards depends on the space where the Magnet is used relative to the space where each Hammer came from.


 * Teleporters may lock onto to the user, leaving the Teleporter Activator in the hands of the player who held the Teleporter.
 * Teleporter Activator, Screw, Unlabeled Can, and Tasty Tongue Piercing have no side-effects.
 * 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

 * Give to the Damaged Construct of the Archaeology Dig; counts as 1 item.
 * Give to Princess Bubblegum in Ooo to gain an Orb and a Candy Cane.
 * Give to Marceline in Ooo to avoid moving backwards and instead have the option of having another player move backwards.
 * If an ACME Magnet is used by a player while in range of another player who has the Time Bomb during Bomb!/It's A Bomb!/Throw It Away!/Sucks To Be Dead, the Magnet user is affected by the Bombs Are Magnetic! subevent, which acts exactly like the KABOOM! subevent except for an additional effect of the Bomb somehow killing the Magnet user. No other subevent will occur. (Time Bomb's place in the order needs testing.)
 * Insert into the Weeping Angel Interface in the Secret Room related to The Doctor In The TARDIS.

Skill Use

 * No special usage

Other Item Use

 * Anvil

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

 * Generic random item-givers (Multiversal Flux, D6, Opal Necklace, Auction, Minigames)

Events

 * The ACME Shop for 8 rupees
 * Hit the drunk with a (Holy) Hammer in The Wild West.
 * Trade with the Indian chief in The Wild West.
 * Oh Really?
 * Pawn Shop
 * Early Reinforcements
 * Reinforcements!
 * Choose An Item Phase event

Items

 * Anvil
 * Chocolate Surprise Egg
 * Thieving Imp

Trivia

 * Iron Coin is Magnetic, though it can never be attracted by a Magnet since it is Soulbound by default.