Click each race for their actual skill proficiencies:
Note some of the information may be out of date, if not a good portion of it may be inaccurate. I had the racial bonus table years ago, however it was lost over time and Kufir has one on his page, but a good portion of it is out of date.
Please note that a human's base 13 is the overall base for any given stat, each race has a modifier to each stat, above or below that base, which makes each race's own variant of that base 13, and then their "base" starting stats are calculated from there if that makes sense.
For example a human's base 13 strength, provides an encumbrance or carrying weight of 750.
Unfortunately all of the other stats are far more difficult to calculate their actual modifiers short of meticulously calculating skill breakpoints for each race and guild, respectively for any guild that doesn't also get an alignment bonus or quest bonus to their particular skill or ability and this is most easily calculated with either spell hits or defensive layer spells, and for fighting only guilds the various thresholds at which their special abilities reach an invincible rating or for some guilds the moment they get a dual invincible rating (hidden and visible).
Modifiers are listed next to each Race's strength value and the additional calculation of that modifier plus or minus the difference from a Human's base 13, based on the Encumbrance value for each point of strength gives you an idea of how much of a difference each race's total stat differences are when calculated with both their modifier and their starting values.
Stat potions can provide a total of +7 to any given stat, so unless you want a racial base of 25 to a particular stat for instances when potions may not be available, there's no reason to raise any of them above 18.
Due to the excessive pain in the ass to calculate the values for other stats and total lack of transparency from the immortals regarding those values, I am not able to provide racial modifiers for other stats for each race. I will leave it at they are noticeably significant.
Drow & Elves getting a slight bonus to dexterity a moderate disadvantage to their constitution and a moderate bonus to their intelligence.
Drow receive bonuses to fighting skills, all faith and magic based offensive skills, and defensive self skills, along with covert skills and occult summoning and dancing skills
Elves receive bonuses to fighting skills, all faith and magic defensive skills, along with covert skills.
Halflings receive an absurd bonus to their dexterity, a slight bonus to wisdom, and a significant disadvantage to both strength, intelligence and constitution. They receive bonuses to some faith curative skills, occult charming and dancing, fighting ranged skills and all covert skills.
Gnomes receive an absurd bonus to their intelligence, and a sleight bonus to dexterity , and a sleight disadvantage to both wisdom, and constitution and a significant disadvantage to strength. They receive bonuses to Magic item skills, and Occult Enchanting & Brewing.
Dwarves receive a significant bonus to strength and constitution, a moderate bonus to wisdom, and a slight disadvantage to both dexterity and intelligence. They receive bonuses to fighting, and faith skills.
Duergar receive a significant bonus to strength and constitution, and a moderate bonus to dexterity, while receiving moderate disadvantages to both intelligence and wisdom. They receive bonuses to fighting, occult, and covert skills.
Orcs receive an absurd bonus to strength, a significant bonus to constitution, a slight to moderate penalty to dexterity and an absurd penalty to both intelligence and wisdom, they also receive bonuses to fighting, and occult skills, noticeably cursing, & chanting.
Humans are average at literally everything, yet receive bonuses in their "special" skills.
Drow - Stats: Dex: 14 Str (Mod -1): 11 - 450 Enc Wis: 14 Int: 15 Con: 11
13 Str - 650 Enc & 14 Str - 750 Enc: Therefore a Drow's Strength modifier is -1 from a Human's Base 13, and their starting strength before training is at a total of -3, since they start at a Drow's 11, which would be a Human's 10.
Duergar - Stats: Dex: 14 Str (Mod +1): 14 - 950 Enc Wis: 10 Int: 12 Con: 15
13 Str - 850 Enc, & 12 Str - 750 Enc: Therefore a Duergar's Strength modifier is +1 from a Human's Base 13, and their starting strength before training is at a total of +2, since they start at a Duergar's 14, which would be a Human's 15.
Dwarf - Stats: Dex: 12 Str(Mod +1): 14 - 950 Enc Wis: 13 Int: 11 Con: 15
13 Str - 850 Enc, & 12 Str - 750 Enc: Therefore a Dwarf's Strength modifier is +1 from a Human's Base 13, and their starting strength before training is at a total of +2, since they start at a Dwarf's 14, which would be a Human's 15.
Elf - Stats: Dex: 14 Str(Mod -1): 11 - 450 Enc Wis: 14 Int: 15 Con: 11
13 Str - 650 Enc & 14 Str - 750 Enc: Therefore an Elf's Strength modifier is -1 from a Human's Base 13, and their starting strength before training is at a total of -3, since they start at an Elf's 11, which would be a Human's 10.
Gnome - Stats: Dex: 14 Str(Mod -2): 10 - 375 Enc Wis: 11 Int: 16 Con: 14
13 Str - 550 Enc & 15 Str - 750 Enc: Therefore a Gnome's Strength modifier is -2 from a Human's Base 13, and their starting strength before training is at a total of -5, since they start at a Gnome's 10 which would be a Human's 8.
Halfling - Stats: Dex: 16 Str(Mod -3): 10 - 350 Enc Wis: 15 Int: 13 Con: 11
13 Str - 450 Enc & 16 Str - 750 Enc: Therefore a Halfling's Strength modifier is -3 from Human's Base 13, and their starting strength before training is at a total of -6 since they start at a Halfling's 10, which would be a Human's 7.
Human - Base Stats: Dex: 13 Str: 13 - 750 Enc Wis: 13 Int: 13 Con: 13
Human Base 13 is the base for which all races stat modifiers are calculated. All Racial modifiers for other races are calculated as a + or - above or below a Human's Base 13, and then adjusted to their starting values before training (which would be + or - the modifier AND the base stat value's difference from Human's Base 13 to determine the stat's actual value. Why they never did this to simplify things for transparency sake, is beyond me, rather than running all of the calculations in the background. Knowing the Encumbrance limits for humans for their strength values above 13, allows us to calculate the modifiers for Dwarves, Duergar and Orcs. Knowing the Encumbrance limits for Halflings, Gnomes, Drow & Elves, and what strength values each race requires to hit 750 Encumbrance which is the Human base 13, gives us the values of how far below Human base 13, each race is and their given modifier to Strength.
7 Str - 350 Enc (Halfling 10), 8 Str - 375 Enc (Gnome 10), 9 Str - 400 Enc, 10 Str - 450 Enc (Drow/Elf 11), 11 Str - 550 Enc, 12 Str - 650 Enc, 13 Str - 750 Enc, 14 Str - 850 Enc, 15 Str - 950 Enc (Duergar/Dwarf 14), 16 Str - 1050 Enc, 17 Str - 1150 Enc, 18 Str - 1200 Enc, 19 Str - 1300 Enc, 20 Str - 1400 (Orc 13) Enc, 21 Str - 1500 Enc, 22 Str - 1600 Enc, 23 Str - 1700 Enc, 24 Str - 1900 Enc, 25 Str - 1900 Str (Notice for Humans there's no change between 24 & 25 Strength as far as the Encumbrance gained, this is the case for any race able to hit that breakpoint regardless of the shown numerical value for the stat.)
Orc - Stats: Dex: 12 Str(Mod +3): 17 - 1400 Enc Wis: 10 Int: 10 Con: 16
10 Str - 750 (Human Base 13) Enc, 11 Str - 850 Enc, 12 Str - 950 Enc, 13 Str - 1050 Enc, 14 Str - 1150 Enc, 15 Str - 1200 Enc, 16 Str - 1300 Enc, 17 Str - 1400 Enc, 18 Str - 1500 Enc, 19 Str - 1600 Enc, 20 Str - 1700 Enc, 21 Str - 1900 Enc, 22 Str - 1900 Enc, 23 Str - 2200 Enc, 24 Str - 2500 Enc, 25 Str - 2800 Enc: Therefore an Orc's Strength modifier is +3 from Human's Base 13, and their starting strength before training is at a total of +7 since they start at an Orc's 14, which would be a Human's 20.
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NOTE:
It is worth noting for Orcs, Dwarves and Duergar, each point of Strength beyond Human Base 25 will provide you with an additional 300 Encumbrance. However, it is also worth noting with stat drop effects such as Vile Curse, Cleric Venom, Prismatic Spray Green Rays, Shaman Poisons, Priest & Paladin Punish, etc that if your strength gets dropped your encumbrance will go as low as 350 for EVERY race until you've drank a restore water, which is why a 96% reduce (to get an item's weight to 10 encumbrance) is absolutely necessary along with bags to hold your items.
It is also worth noting if you have more than (I believe the current number is approximately 500) total items in your inventory, you risk a load error which can cause you to lose everything in your character's inventory, permanently. Plan accordingly.