Sorry for the very slow response. I didn't notice this message.
I finally managed to win with an ogre wyrmic: http://te4.org/characters/116737/tome/0 ... ef7d8f2374
I didn't have the Blighted Maul, but did most of the end game with a variety of two handed weapons in one hand and a dagger in the offhand. With a variety of items my dex was also up to 80ish. Spelldrinker was very helpful in the final battle. I never did use a mindstar in the offhand, but with the right one it would be good, I think. Just remember that with the damage scaling of the wyrmic skills damage is not really what you should be going for. What you really want is debufs (or other effects).
For AM characters, spell disruption is practically godlike. You get AoE spell distruption on all your wyrmic attacks. The other thing to try to grab are things with mental effects. A ran with Anmalice for a good part of the mid game (with a dagger of amnesia in the offhand). Because your mental power is so high you can disable entire mobs with a couple of ranged attacks. Then it's just a matter of cleaning up (which steamroller prodigy made easy).
I made a couple of stupid mistakes on this character which led to unnecessary deaths. As cool as it is to be an undead, demonic wyrmic, you should keep in mind that if you have a lamp that treats you as undead, Nature's Touch does not work any more
The other main one is that I wanted steamroller to keep the portals open and to essentially rush around the screen. That was absolute failure because skeleton warriors/archers always managed to daze me somehow.
One final piece of advice: ice wall. For most of the game you are so powerful you don't need it, but when you do it will save your bacon.