Neverness to Everness · Endgame
Ghost Train Complete Endgame Guide
The Ghost Train is Neverness to Everness's recurring endgame run — ten stations of escalating enemy levels and bosses, scored by clear speed. This guide covers every station, the three-star time windows, and the full Route Card pool.
Open the Ghost Train station tracker →What the Ghost Train Is
Ghost Trainis Neverness to Everness's repeatable endgame mode. The current season is the Joint Ring Line route, which is always available. The run is a fixed line of 10 stations — each station is a timed combat encounter on a 600-second clock, and your score is the star tier you hit for each one.
The live, per-station enemy lists and community teams are on the Ghost Train station pages.
How Scoring & Stars Work
Every station has the same three pass conditions. The first is just clearing it; the second and third are speed thresholds — "remaining time over N" on the 600s clock, so the actual clear time you need is 600 − N.
Stations 1 through 5 can be completed as a single half (FirstHalf or SecondHalf) and still award their drop — useful when you only need the daily clear. Stations 6 through 10 are full-run only: both the Inbound and Outbound halves must be cleared, and they often want a different team per half.
Route Cards
The Ghost Train layers extra power on top of your team through three card types. Use them to push faster clears and hit the tighter three-star windows on the boss stations.
Buff cards 8
Activated on demand — a strong 60-second team-wide spike:
- Team ATK +20% for 60s
- Team DEF +25% for 60s
- Team HP +20% for 60s
- Team CRIT Rate +16% for 60s
- Team CRIT DMG +32% for 60s
- Team DMG +20% for 60s
- Two cards raise an anomaly-effect strength stat by +100 for 60s
Passive cards 15
Always-on for the whole run once selected:
- ATK +8%
- DEF +15%
- HP +8%
- CRIT Rate +6%
- CRIT DMG +16%
- Six element cards: +8% Anomaly DMG of one element each (one card per element)
- Two cards raise an anomaly-effect strength stat (+40 and +48)
- +25% damage to enemies that are in an afflicted state
- Lone Hero: if only one character is deployed, that character deals +50% damage and gains +50% max HP
Tactical cards 7
One-shot battlefield effects on activation:
- Instantly reset the active character's Transition Skill cooldown
- Instantly refill the active character's Finisher Energy to maximum
- Instantly reset every team member's Transition Attack cooldown
- Mark the highest-max-HP target in range with a 30s Rage tag: the marked enemy deals 30% less damage and takes 30% more damage from the team
- Deal damage equal to 10% of every enemy's max HP to all enemies on the field
- Summon a black hole for 30s that pulls nearby enemies and deals 5000 fixed Dark Anomaly damage every 3s
- Summon a healing companion for 30s that drops healing orbs restoring 2000 HP on touch
All 10 Stations
Every station lists its enemy roster, the recommended elements for that fight, the run type and the three-star clear window.