Mir 1 has alot more features than what meets the eye.
Below are some descriptions of some systems that are present in Mir 1.
Good/Evil System
Yea that's right, you better be on your best behaviour as Mir 1 has Mir 2's Good & Evil system but with added features! More than just turning your name brown/yellow or red, In Mir 1 Good & Evil works from an independent level which determines what mind state the player is in.
Some Items and even caves can be restricted to players that are too Evil but perhaps even Good players may find themselves restricted from using Evil Items or entering Evil Dungeons.
Castle System
Mir 1 has many Castles spread around its world.
Look out for the big Castles as once the player reaches a certain Level, they may pick a castle of their choosing to protect and to team up with fellow Castle Members.
Guild Wars? Yea, but Castle Wars. Yea that should be chaos.
A little tip. Don't get caught in a Castle that you are not a member in. Legends have it you may get stuck in their Prison.
Fast Travel System
The Mir 1 World is huge, it would be a shame if you needed to walk from one side to the other. Well there's a better way. Find Fast Travel Platforms dotted around many castles and areas to instantly move to new locations fast.
More info: Fast Travel
Class Variant System
Each of the three classes within Mir have a variant which allows the player to better fit their play style.
Fire Wizard (Attack-focused Attack Sorcerer): Mainly uses the power of fire.
Celestial Wizard (Defence-focused Attack man): Mainly uses the power of electricity.
Instructor Taoist (Attack-centred recovery wizard): Mainly uses the power of the earth.
Monk Taoist (Defence-centred Recovery Master): Mainly uses the power of water.
Negative Warrior (Attack-focused Attack Warrior): Emphasizes offense over defence.
Yang Warrior (Defence-focused Offensive Warrior): Emphasizes defence over attack.
What class will you pick?
More info can be found on the Carbon Wiki
More systems to announce, Not all systems are currently in-game.