dtgreene: Should I enable undead on the Cleric/Mage run?
Sarisio: Undeads are very easy to deal with in this engine. They could be enabled for more variety.
dtgreene: Edit: One more thing: Treasure will be set to its lowest setting; I want a playthrough where I am forced to rely on magic, not powerful items.
Sarisio: Mages are least gear dependant, no doubt they can make full dungeon run being completely naked. This is issue not only in Dungeon Hack but in many similar games. Hence I prefer playing melee, as then stats matter much more as well as gear and getting new items actually becomes interesting.
I prefer mages because I like the variety in actions you can perform, as well as with the resource management that is involved with playing them. Unfortunately, the game engine seems to discourage casting spells during combat.
I actually think Clerics are less gear dependent. Spiritual Hammer, Magical Vestment, Create Food/Water, and plenty of other healing and protection spells make equipment and found items a non-issue. Mages (normally) still need to find spell scrolls and food to be effective, and Armor is weak (and useless at 18 Dexterity, I believe).
In Dungeon Master, the lack of a cooldown for casting spells makes spellcasting more viable, as you can cast 4th tier fireballs as fast as you can click the mouse (until you run out of mana, of course). Also, fireballs are really powerful in that game.
On the other hand, in TES: Arena, I find that I use magic mainly for stat boosts, ultra Shields, and free (level 11+ for most, level 6+ for Healer) healing. I tend to still rely on weapons for actual damage. (I happen to like bows when playing a Sorcerer.) In Daggerfall, on the other hand, a decent Continuous Damage spell is useful when doing Mage's Guild quests that require defending the guild.