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Ghost 11 of 30

Kormos

Nearly blind, but it hears your footsteps from 30 meters away. Stand still and it won’t find you.

Hunt threshold
50% / 70%
Speed
1.7 to 2.21 m/s
Speeds up on sight
Yes
On this page

The journal

StrengthKormos have incredibly strong hearing.

WeaknessKormos are nearly blind.

How it hunts

Hunt sanity threshold

  • Normal: 50%
  • If someone sprints in the same room as it: 70%

Standard: 50% average sanity.

Speed

Base 1.7 m/s; x1.3 when it’s heading toward a sound without seeing you.

Standard: 1.7 m/s; speeds up with line of sight to 2.8 m/s over 13 s.

All its footsteps
  • It doesn’t see you the way other ghosts do: even if you’re right next to it, if you’re standing still it doesn’t know you’re there.
  • But if you MOVE within 5 m of it, with no furniture or walls in between, it “locks onto” you as if it saw you: it chases you and speeds up just like any ghost that has line of sight on you.
  • It hears your footsteps: up to 30 m when you sprint, 15 m when you walk, 10 m when you crouch. Only on its own floor.
  • If it hasn’t locked onto you, it only kills you by bumping into you: at 0.5 m or less (1.1 m for other ghosts).

How it behaves

  • It doesn’t do mist form or chasing ghost events.

How to test it

  • Statue

    Stronghigh risk

    How: During a hunt, stand still in an open area (with Incense ready).

    Result: If it passes close by without heading straight for you, but finds you as soon as you walk, it’s a Kormos.

What rules it out

  • Doing a mist form or chasing ghost event.

Often confused with

Share two evidence

If those two are all you’ve found, it could still be any of these.

How to survive

  • You don’t need a hiding spot: stand still in a corner, away from its path.
  • If you move, do it crouched.
  • It can’t hear you on another floor.

Why it happens

Why it’s confusing: its movement looks “weird” if you’re expecting a normal ghost. It walks right past players who are standing still without seeing them, then suddenly bolts toward someone who was walking far away. It isn’t random: it goes for the loudest footsteps (sprinting > walking > crouching), and it moves 30% faster toward a sound.

Why it seems like it “saw you” up close: within 5 m, moving with no obstacles in the way counts as if it saw you, with the same speed-up a normal ghost gets when it has line of sight on you.

More facts

Mechanics

  • It “listens” in pulses: once per second it checks for footsteps at that moment. If your step doesn’t line up with the pulse, it doesn’t hear you.

    Wikiphasmophobia.fandom.com

Edge cases

  • Adding its close-range “pseudo line of sight” to the extra 30% it gets when heading toward a noise, it can reach 3.65 m/s: the second fastest in the game, right behind the Moroi.

    Wikiphasmophobia.fandom.com

Folklore

  • In Turkic folklore, kormos are blind spirits that escaped the underworld. “Görmöz” means “without sight” in modern Turkish.

    Wikiphasmophobia.fandom.com

History

  • At release it could kill through floors, walls, and even outside the house, and it heard you during the grace period; all of that was fixed in 0.17.1.4 and 0.18.0.

    Wikiphasmophobia.fandom.com

In depth

Based on the article “Kormos” on the Phasmophobia Wiki on Fandom (version of September 28, 2026, authors), under the CC BY-SA 3.0 license. Rewritten and adapted by Phasmopedia.

Activity

It can’t do mist form or chasing ghost events.

Hunt

  • Hunt sanity threshold: 50%, rising to 70% if a player sprints in the same room as it.
  • It’s nearly blind. It has no line of sight unless you get within 5 m of it with no obstacles between you (furniture, walls). Even without seeing you, it can still kill you if it happens to bump into you.
  • That’s why its kill range is shorter: it kills you instantly at 0.5 m or less (1.1 m for other ghosts), and at 0.6 m after 1 s (1.5 m for other ghosts).
  • Unlike other ghosts, it can change its waypoint before reaching the previous one, every 5 to 10 s.
  • Base speed: 1.7 m/s. When it’s heading to a detected point without seeing you, its speed is multiplied by 1.3.

Heightened hearing

Besides detecting voices and electronics, it hears the footsteps of nearby players. Other sounds, like breathing or a thrown object, don’t count. The game stores only one sound per player.

Every second of the hunt (not counting the grace period or Incense’s blinding effect) it sends out a “hearing pulse”: it clears whatever it had detected and looks for recent footsteps. It detects a footstep if the sound (which lasts about 0.2 to 0.4 s) overlaps with the pulse. It ignores footsteps that:

  • are outside the range in the table,
  • are on a different floor,
  • or are at a pathing distance greater than 1.5 times that range.
Priority Player movement Range
Highest Sprinting 30 m
Medium Walking while standing 15 m
Lowest Walking while crouched 10 m

If it wasn’t already heading to a point, it picks the highest-priority footstep (or the nearest one, if there’s a tie), places a waypoint on the player’s exact position, and starts a 5 to 10 s timer. When the timer runs out or it reaches the point, if it heard another footstep it sets a new waypoint where the sound came from and restarts the timer. If it heard nothing, it goes back to roaming.

Strategy

  • During a hunt, don’t move. If you have to move, do it crouched: that way it only hears you within 10 m, instead of 15 m when walking upright or 30 m when sprinting (crouched or not).
  • It can’t hear between floors: if it’s on another floor, move as much as you want.
  • You don’t need to hide. Since it can barely see and can’t detect anyone standing still, staying put is fairly safe. Just avoid the spots it’s likely to pass through, because all it has to do to kill you is bump into you. Standing still in a corner of the map cuts the risk a lot.

How to identify it

  • It’s one of three ghosts (along with the Hantu and the Onryo) whose three pieces of evidence don’t rule out the Mimic. Confirm it, or check whether it gives Freezing Temperatures: if it does, it’s the Mimic.
  • Stand still in an open area during a hunt. If it doesn’t head straight for you when a normal ghost would already have seen you, it could be a Kormos. Rule out the Banshee by having everyone try the same thing at once, or by moving to see whether it detects your footsteps.

Trivia

  • In Turkic folklore, kormos are evil, blind spirits that escaped the underworld by promising to behave. Back in the world of the living, they can do good and earn their way into paradise, or stay evil and go back to Tamag, hell. In modern Turkish, görmöz means “without sight.”
  • If it builds up acceleration while you’re within 5 m and then adds the multiplier for heading to a distant point, it can reach 3.65 m/s. That makes it, just barely, the second-fastest ghost, behind the Moroi at full speed (3.71 m/s).

Change history

Version Change
0.17.1.0 The Kormos is added.

Source: phasmophobia.fandom.com/wiki/Kormos. Verified for game version v0.19.0.2 (September 26, 2026).