Not yet (except the Rune of Entanglement that artificers start with and that can be used to inscribe one-time spells). But I have plans to add such a skill for the next version.
Maybe it could be added to smithing? Blacksmiths and artificers both start out with that skill, but it doesn't seem that raising the skill has a whole lot of utility right now since you can find the nonmagical items pretty easily just by hitting a town and even low skill can repair stuff. Especially since the duplicating magic effects thing is a bug.
There could be a special book on it that teaches you smithing and wizardry and the design for a basic rune or two, and you could examine permanent runes on items with the analysis skill to learn to create them. Then you could use the "new item" interface targeting an existing item and selecting a rune design, at which point it would inscribe the runes onto the item. Then there could be an option under wizardry to empower runes, which would use your mana to empower the item (with more wizardry and mana required to empower the stronger runes, and a combination of the wizard's skill and the inscription quality determining the enchantment power).
No (but the zombie/golem itself gains some experience). You do not get XP if the enemy is much weaker than you, that's why you usually do not get any XP for your first kills (you start with more XP to make the early game easier, as a counterbalance to relatively weaker equipment). On the other hand, XP is supposed to rise quite quickly if you are fighting stronger monsters, so having zombie/golems and still keeping some monsters for yourself should work.
Ah, I was focusing more on raising an army of zombies than engaging stuff myself so I never got any xp. I loaded that save and was able to get a bunch of xp by laying down runes on the ground and having enemies walk into them and die (I had advanced way beyond where killing stuff gave me xp just using zombies, so engaging in actual combat was fairly suicidal at that point heh). Maybe there should be some XP sharing between a master and his minions? It could compare the minion's XP to the target's XP and then multiply the xp the minion would get by 0.9. If the minion got xp for the kill then the master would be compared to the target's XP to see if he should earn some, and if so it would be multiplied by 0.1. That way you get 10% of the xp value of the critter as if you had killed it, but only if the minion would be getting xp for the kill - so you can't just rely solely on xp from the minion since he would outlevel the monsters compared to you.
Also it seems there is currently no practical way of improving the golem's axe skill (and they have this skill only if animated/reprogrammed while already wielding one, and there is no warning if you do not concentrate on the Animate skill while trying to use it -- the golems are very weak otherwise).
Ah, that probably helped my golem suck more, since I believe I animated it before equipping it with gear and never reprogrammed it. Maybe that's why it was dieing so fast - instead of hacking with the axe it was more focused on kicking and biting (which damaged it more than the enemy, haha).
The damage taken from hitting things with your limbs might need to be toned down a bit, though. I notice golems and zombies alike can quickly beat themselves to death by attacking a target that doesn't fight back (a corpse, or me). Even the player can beat himself to death by punching a corpse (I killed myself as a knight by repeatedly attacking a butterfly's corpse, hahaha).
That's a bug... you should not be able to clone enchantments with analysis/smithing that easily.
I thought it seemed a bit too easy. I was also able to copy other enchantments I found - like I examined some goblin boots of jumping made out of human skin, changed the race of the design to human, mirrored it, and created a set out of steel. Both of them had the enchantment.
Thanks for playing and all the feedback! I am trying mostly Fighters and Wizards myself, but it seems that Artificers get much attention, so I should work on improving them next.
I think the attraction of artificers is most roguelikes out there don't let you create and enchant items and raise golems and such, so it's kind of novel being able to. Wizards and knights are pretty standard fare in comparison.
Thanks for the fun game!