Can't offer advice without more info

Catchall stuff would be to use your inscriptions (regeneration infusion for most, shielding runes for others. Use both of them pre-emptively when possible,
before you're at half health or below.) and give berserkers or alchemists a roll. The former, just max the berserker talent and pick up some combat accuracy and weapons mastery and you can mostly faceroll the first few dungeons just bumping into crap*. The latter, go 5/5/5/- into explosive admixture and you basically win a good chunk of the game. 2/2/- or so into the golem tree will mostly take care of the first few dungeons for you, too.
If you started with a shalore, note you can leave the dungeon and probably should. Just about anything
can do their starting zone, but it seems to eat new players pretty easy. There's easier ones further north (you can start as something besides shalore or dwarf and start in them, if you want help findin' 'em). If you started with a dwarf, note that you can walk (well, run screaming like a little girl but either way

) past Brotoq while he's wailing on Norgan and just leave. You can combat later after you've killed Prox or Norgos.
*Though that's somewhat deceptive -- if you want to succeed in the longer term, you're going to have to be using your active abilities (such as stunning blow, death dance, rush, etc.) very much regularly. T4 has an active design goal of making it so you
can't win just bumping everything to death. DG found that sort of gameplay (which is pretty endemic among melee characters in roguelikes) to be boring.