Here are a few, less there locations sadly. There are too many staves available in the game to list them all. Some of these can be found in Drow City I'm pretty sure. Hope it helps.
Rod of Smiting
This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a saving throw or be destroyed. In the hands of any other than a cleric or mage the rod becomes unusable.
STATISTICS
Combat Abilities: If a golem is struck by the rod, the golem must make a saving throw vs. death or be destroyed.
Thac0: +3 bonus
Damage: 1D8 + 3, +10 vs. Golems
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Usable By:
Mage
Cleric
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Rod of Terror
When activated this rod may be used as a staff +3. Any creature hit by the rod must make a saving throw vs. spells or flee in terror, fearing the wielder as if he or she were a flesh eating demon from the Abyss. There is a drawback to using this rod however. Each time the rod is used there is a 20% chance that the wielder loses one point of Charisma permanently.
STATISTICS
Combat Abilities: Target must make a saving throw vs. spells (+4 bonus) or flee in terror (lasts four rounds)
Thac0: +3 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Not Usable By:
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Staff of Air
This staff seems to draw from eleven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder, and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges.
STATISTICS
Combat Abilities: If an air elemental is hit it must save vs. spells or be destroyed
Abilities: (cost 1 charge)
Summon an 8hd Air Elemental
Duration: 1 hour
Sleep Cloud
Range: 40 feet
Duration: 3 rounds
THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
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Staff of Arundel
This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an arch druid that lived in the city of Kuldahar before he was killed by the demon Belhifet.
STATISTICS:
Equipped Abilities:
+10% Resistance to fire and cold
Wielder memorizes one extra fifth and one extra sixth level spell
THACO: +3 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 0
Type: 2-handed
Requires: 9 Dexterity
Usable By:
Druids
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Quarter Staff +4, Staff of Rynn
There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the Village Square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmary had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon.
STATISTICS:
THACO: +4 bonus
Damage: 1D6 + 4
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
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Staff of Thunder and Lightning +2
There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow may trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lighting storm to blast enemies to dust. Some abilities are limited by charges.
STATISTICS
Abilities (one charge):
Lightning Bolt
Damage: 10d6
Range: 140 yards
Saving throw: Spells for half damage
Call Lightning
Lightning strike hits the target
Damage: 3d8 per strike
Melee :
Thunderclap (10% chance on a successful strike)
Range: Melee
Saving Throw: Save vs. spells or be stunned for two rounds
THACO: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength
Usable By:
Clerics
Druids
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Staff of the Magi
This type of staff is thoroughly linked of the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantment and endless study. This particular example is good in melee, grants Invisibility, and offers protection from Charms and Evil. It can also cast a Spell Trap, launch a Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage item.
STATISTICS
Armor Class: +2 bonus
Saving Throws: +2 bonus
Equipped Abilities:
Invisibility
Immunity to Charm
Protection From Evil
Fireball-Lightning
Damage: combined lightning and fireball damage
Range: 150 feet
Use: Three times a day
Abilities: Trap Spell
Duration: 8 hours or until 30 spell levels have been trapped
Use: Once a day
Combat Ability (each hit): Dispel Magic
THAC0: +1 bonus (strikes as a +5 weapon)
Damage: 1D6 +1
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Usable By
Mages
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Staff of Striking.
Staffs of Striking are made by the Gold Elves of Drelagara on Evermeet. The staffs have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races but these powerful melee weapons do surface occasionally in Faerun. However, each attack made with the staff uses a charge, hence causing it to consume itself when no charges remain.
STATISTICS:
Damage: 1D6 + 9
Weight: 4
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength
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It's bleedin dark down here, slippery too.

Man, that's a pisser.