These first two are in the 3.5E DMG, but I'm not sure how equivalent they are to the in-game versions:
Rod of the Python - +1 quarterstaff, can become a giant constrictor 1/d
Rod of the Viper - +2 heavy mace, the tip can become a venomous serpent 1/d (constitution damage)
The following I checked in-game a while back:
Staff of Defense
Adds +1 to attack, +2 to armor class, and the following spells may be cast: fog cloud, mage armor, mirror image, protection from arrows, shield
Staff of the Transmuter
The following spells may be cast: bear's endurance, cat's grace, eagle's splendor, fox's cunning, owl's wisdom, bull's strength
The following descriptions are courtesy of Chris Woods:
White Rod, Minor
+1 Light Mace, 25 charges Cure Light, Remove Fear, Prot Evil
White Rod
+2 Light Mace, 25 Charges Cure Moderate, Searing Light, Magic Circ Evil
Black Rod, Minor
+1 Light Mace, 25 charges Inflct Light, Cause Fear, Prot Good
Black Rod
+2 Light Mace, 25 Charges Inflick Moderate, Magic Circle Good, Animate Dead
Gray Rod, Minor
+1 Club, 25 Charges Natures Ally I, Goodberry, Obscuring Mist
Gray Rod
+2 Club, 25 charges Natures Ally III, Sleet Storm, Dominate Animal
And lastly, there is the Rod of Smiting, which I didn't see in the DMG, and I've never checked in-game - it probably functions as some sort of weapon, plus some attack or damage bonus using charges - I'm not sure what the exact properties are.
...and there you have it.
