The rotations performed by Quaternion.Euler are performed in the following order:

Z

X

Y

A simple way to perform rotations in any order you want is to combine multiple calls. So if you want to rotate around the Y axis, and then around the X axis you can make your quaternion like so:

From your comments on the other answer i seems you are not interested to set the rotation to an absolute value but to perform a relative rotation. In this case you can simply do:

I´ve tried different options to turn my object in any angles in world space:

set the rotation to
Quaternion.identity and turn it then
in the quaternion order: Z,X,Y

set the rotation to Quaternion.identity and turn it with
translate.Rotate(Vector3,
space.world)

rotate it like Bunny83 told in his answer

But with all the solutions I don´t get the correct rotation in world space of my object. I think the problem itself is very simple and a general one, I can´t belief that there is no standard solution.