NWNWiki wrote:
An on-hit item property activates when an item makes contact with an enemy. For weapons, this means a successful attack by the wielder, with the property affecting the opponent struck. For armor, this means a successful attack on the wearer, with the property affecting the the attacker.
Each contact will trigger only one on-hit property for a given item, regardless of how many such properties are on the item. There is an exception for creature attacks, however. Creature weapons can be given a property called "on-hit (monster)" or "on monster hit", and one such property can be triggered at the same time as a regular on-hit property (also on the creature weapon).
Many on-hit properties are described in terms of the effect the property causes, the DC of resisting the effect, the percent chance of the property triggering, and the duration of the effect. For example, the property called "On Hit: Confusion DC-22 50% / 2 Rounds" will trigger for 50% of the successful attacks, and if it triggers, the target must make a DC 22 saving throw or be confused for 2 rounds. (The type of saving throw is not mentioned in this sort of description.)
The darkfire, deafening clang, and flame weapon spells add on-hit properties to melee weapons. The bless and bless weapon spells add an on-hit property to bolts.
Retrieved from "http://nwn.wikia.com/wiki/On-hit"
Well, the highlighted part is what I was referring to.
Here's the listing for Daze On-Hit Property for example:
NWNWiki wrote:
Dazed creatures are in a partial state of stupor. They are unable to initiate attacks, cast spells or use skills and feats, but they can flee from combat at a reduced movement rate. Player characters can also drink potions while dazed.
Still nothing on the save type.