This new edition of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5), used by clinicians and researchers to diagnose and classify mental disorders, is the product of more than 10 years of effort by hundreds of international experts in all aspects of mental health. Their dedication and hard work have yielded an authoritative volume that defines and classifies mental disorders in order to improve diagnoses, treatment, and research. This manual, which creates a common language for clinicians involved in the diagnosis of mental disorders, includes concise and specific criteria intended to facilitate an objective assessment of symptom presentations in a variety of clinical settings inpatient, outpatient, partial hospital, consultation-liaison, clinical, private practice, and primary care. The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, is the most comprehensive, current, and critical resource for clinical practice available to today's mental health clinicians and researchers of all orientations. The information contained in the manual is also valuable to other physicians and health professionals, including psychologists, counselors, nurses, and occupational and rehabilitation therapists, as well as social workers and forensic and legal specialists. DSM-5 is the most definitive resource for the diagnosis and classification of mental disorders.
Everything a player needs to create heroic characters for the world’s greatest roleplaying game
The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.
Use this book to create exciting characters from among the most iconic D&D® races and classes.
Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.
The world needs heroes. Will you answer the call?
If you want to build a better future, you must believe in secrets.
The great secret of our time is that there are still uncharted frontiers to explore and new inventions to create. In Zero to One, legendary entrepreneur and investor Peter Thiel shows how we can find singular ways to create those new things.
Thiel begins with the contrarian premise that we live in an age of technological stagnation, even if we’re too distracted by shiny mobile devices to notice. Information technology has improved rapidly, but there is no reason why progress should be limited to computers or Silicon Valley. Progress can be achieved in any industry or area of business. It comes from the most important skill that every leader must master: learning to think for yourself.
Doing what someone else already knows how to do takes the world from 1 to n, adding more of something familiar. But when you do something new, you go from 0 to 1. The next Bill Gates will not build an operating system. The next Larry Page or Sergey Brin won’t make a search engine. Tomorrow’s champions will not win by competing ruthlessly in today’s marketplace. They will escape competition altogether, because their businesses will be unique.
Zero to One presents at once an optimistic view of the future of progress in America and a new way of thinking about innovation: it starts by learning to ask the questions that lead you to find value in unexpected places.
Though the Greek and Roman crewmembers of the Argo II have made progress in their many quests, they still seem no closer to defeating the earth mother, Gaea. Her giants have risen-all of them-and they're stronger than ever. They must be stopped before the Feast of Spes, when Gaea plans to have two demigods sacrificed in Athens. She needs their blood-the blood of Olympus-in order to wake.
The demigods are having more frequent visions of a terrible battle at Camp Half-Blood. The Roman legion from Camp Jupiter, led by Octavian, is almost within striking distance. Though it is tempting to take the Athena Parthenos to Athens to use as a secret weapon, the friends know that the huge statue belongs back on Long Island, where it might be able to stop a war between the two camps.
The Athena Parthenos will go west; the Argo II will go east. The gods, still suffering from multiple personality disorder, are useless. How can a handful of young demigods hope to persevere against Gaea's army of powerful giants? As dangerous as it is to head to Athens, they have no other option. They have sacrificed too much already. And if Gaea wakes, it is game over.
12 Gems Antiqued Viola, 13 Hours Account Happened, Diagnostic Statistical Manual Mental, Eastman Vl80 Violin Sale, Edge Eternity Book Century, French Certified Violin Sale, Heroes Olympus Book Blood, Killing Patton Death World, New 12 Gems Antiqued, New Child Gems Antiqued, Players Handbook Dungeons Dragons, Rare Antiqued Child Maestro, School Genial Antiqued Violin, Scientific Answers Absurd Hypothetical, Size Violin Sale Finish, Skinnytaste Cookbook Light Calories, Zero Notes Startups Or